Bonus unit trained aura

Edy

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Hello, i need a little help to figure it out how to make an aura that:

- every 5 unit trained the 5th unit will be trained with another one as a bonus

- i don't want it to be something like ex: train 4 footmans and the 5th trained to will be a rifle man with another rifleman as a bonus (if possible)
 

death_knight

Dark is the heart of a corrupted man.
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I think we might need a little more context as well as what you've done so far, because I understand what you're asking, but I cant necessarily answer because I'm lacking the aforementioned information.
 

Edy

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Something like

Events
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unit.gif
Unit - A unit Finishes training a unit
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Conditions
Check which barracks made the unit
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Actions
Was the unit it made a footman?
If 5 footman trained then spawn another 1 and reset
 

death_knight

Dark is the heart of a corrupted man.
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24
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • (Unit-type of (Trained unit)) Equal to Footman
    • Actions
      • Set footmanCount = (footmanCount + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • footmanCount Equal to 5
        • Then - Actions
          • Set footmanCount = 0
          • Unit - Create 1 Footman for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
        • Else - Actions


So I'm thinking something like that will do the trick.
 

Edy

You can change this now in User CP.
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0
Trigger:
  • Untitled Trigger 001
    • Events
    • Unit - A unit Finishes training a unit
    • Conditions
    • (Unit-type of (Trained unit)) Equal to Footman
    • Actions
    • Set footmanCount = (footmanCount + 1)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • footmanCount Equal to 5
    • Then - Actions
    • Set footmanCount = 0
    • Unit - Create 1 Footman for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
    • Else - Actions


So I'm thinking something like that will do the trick.

Indeed a good solution, thank you very much
 
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