Nathan0093
New Member
- Reaction score
- 4
Hi all. In my map peasants can build Farms that function as Gold mines. I was shown how to make those Farms not appear as gold mines on the mini map. Now what Im trying to create an upgrade that increases the amount of gold those farms start out with. For example, no upgrade farm would have 500 gold, and lv1 farm would have 600 and so on. I tried doing this both by using upgrades and triggers but neither work. Help?
Code:
Farm Built
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to (==) Farm (Gold Mine)
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of Chickens for (Owner of (Triggering unit))) Equal to (==) 0
Then - Actions
Unit - Add Farm Gold to (Triggering unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of Chickens for (Owner of (Triggering unit))) Equal to (==) 1
Then - Actions
Unit - Add Farm Gold to (Triggering unit)
Neutral Building - Add 100 gold to (Triggering unit)
Else - Actions
Set FarmLoc = (Position of (Triggering unit))
Wait 1.00 seconds
Unit Group - Order (Units within 250.00 of FarmLoc matching (((Current order of (Matching unit)) Equal to (==) (Order(idle))) and (((Unit-type of (Matching unit)) Equal to (==) Peasant) or ((Unit-type of (Matching unit)) Equal to (==) Peasant (Advanced Builder))))) to Harvest (Triggering unit)