Consolidating Triggers

TechGeek001

New Member
Reaction score
3
I've got two triggers that I use to control the researching and spawning of units in a Footmen vs Grunts type map.
I'm trying to decide how to consolidate them into one, and haven't come up with anything effective.
Any suggestions?
Code:
Research Sergeant
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Recruit Sergeant 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Current research level of (Researched tech-type) for (Triggering player)) Equal to 1
            Then - Actions
                Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
                    Loop - Actions
                        Trigger - Run Summon Sergeant <gen> (checking conditions)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        And - All (Conditions) are true
                            Conditions
                                (Current research level of Recruit Sergeant  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Rifleman  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Healer  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Priestess  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Knight  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Dwarven Scout  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Cannon Team  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Battle Mage  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Traitor Scout  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Roflcopter  for (Triggering player)) Equal to 1
                                (Current research level of Recruit Tank  for (Triggering player)) Equal to 1
                    Then - Actions
                        Player - Set the current research level of Recruit All Units  to 1 for (Triggering player)
                    Else - Actions
                        Do nothing
            Else - Actions
                Leaderboard - Change the label for Player 2 (Blue) in UnitTimer[(Player number of (Triggering player))] to Master Sergeant
Code:
Summon Sergeant
    Events
    Conditions
    Actions
        Countdown Timer - Start Timer_Human_0_Sergeant[(Player number of (Triggering player))] as a Repeating timer that will expire in 27.00 seconds
        Wait 27.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                And - All (Conditions) are true
                    Conditions
                        ((Picked player) is in Temp_UnitCountExcess) Equal to False
                        ((Picked player) is in Left_Misconduct) Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Current research level of Recruit Sergeant  for (Triggering player)) Not equal to 3
                    Then - Actions
                        Unit - Create 1 Sergeant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
                        Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                    Else - Actions
                        Unit - Create 1 Master Sergeant for (Triggering player) at ((Picked player) start location) facing Default building facing degrees
                        Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Picked player) is in Left_Misconduct) Equal to False
            Then - Actions
                Trigger - Run (This trigger) (ignoring conditions)
            Else - Actions
                Do nothing
:nuts:
 

Cokemonkey11

New Member
Reaction score
18
Why would you want to consolidate them?

If you really want to just copy the actions in trigger 2 and replace the action in trigger 1 that says run trigger 2.
 

TechGeek001

New Member
Reaction score
3
But what about the bit that repeats itself?
I don't want to be running the first trigger with the second one - that'd be even more inefficient.
:banghead:
 
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