Checking if a building is currently under Construction

Halo_king116

Working As Intended
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I've used the Search feature and Google a little bit but was unable to find an answer, so I'm hoping someone here will have one.

I am simply wondering if there is a (Built-in) way to check if a building is currently under construction. Specifically, I will be using the trigger to check if a building that dies was under construction when it was destroyed.

I have a few work-arounds in mind, one potential solution being to add buildings to a unit group at the beginning of construction, and removing them after construction - thus allowing me to check if a unit is within the "in construction" unit group.

However, I am hoping there is a built-in function that allows me to check if a building is under construction.

If anyone knows, it would be a great help. :)
 

Don

Rise with the Fallens!
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As fas as I know, there is nothing about a condition for a building that is being built, neither in boleans, integers nor reals.

But, I might want to suggest you something like using point value of unit instead of units group (Mainly to avoid as many leak-able triggers as possible).

Something like

E: unit enters playable map area
C: Unit is a structure (And you may put any condition that you want)
A: Change point value of unit to X

That way, there is no unit group, thus, no leak and no custom scripts. I think you are smart enough to have thought of this before me. But still, I like to make sure! :p

Then, there goes:

E: Unit finishes a construction
C: Built unit is a structure (And you may put any condition that you want)
A: Change point value of unit to X
 

Accname

2D-Graphics enthusiast
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1,462
i would say do like don said but a bit different.
for the first trigger use the event "unit starts construction" instead of unit enters map.
 

Don

Rise with the Fallens!
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At first I though it would be better that way but after testing, it sems a bit buggy with this event. Just saying
 

Moridin

Snow Leopard
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144
If you're using the event:

A unit enters playable map area

Then you need to turn the trigger on after 0.1 seconds of game time with another trigger. Otherwise it will take into account all pre-placed buildings.

Likewise you COULD use a unit group (with no leaks) if you simply add the "entered" units into a group called Constructing_Structures and remove them once they are done. As long as you don't Set the group, there should be no leak.
 

Bogrim

y hello thar
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154
This is an odd method because I thought it would be the other way around:

farmlevel.jpg


I checked for the level of "Blight Dispel Small" with a Farm under construction - since the ability only occurs when the unit has finished construction, the unit shouldn't actually have the ability until then, right? It was the other way around, the unit only had the ability while it was under construction and the ability disappeared as soon as it finished constructing.

Since all buildings already have these abilities, you can just check for them. I think this is as built-in as it can get.
 

Bogrim

y hello thar
Reaction score
154
No, they have the opposite ("blight growth") which works the same way. Please post something constructive.
 
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