help on (count units in) unit groups

L

lazarusxl

Guest
I really need an answer on this one asap please, because this is the only thing that is holding me back to release the new update of my map! :eek:

I have never used triggers (with counting units in) unit groups before. On SD_Ryoko's website I couldn't find any help unit groups & the count unit function that is useful for me.

I want to make a trigger that if all players have upgraded their money farm to level 2, the trigger that (run every time that a player upgrades a building) checks if the upgraded building is equal to a Money Farm L-1, is destroyed (to reduce lag).

It should look something like this:
trigger name: 'Check redundancy MF upgr 2'

event: every 60 seconds of game time
conditions: -
actions:
(game- display to player 1 the text message: "Check redundancy MF upgr 2 is being executed")
unit group - select all units of type Money Farm L-1 and do actions:
loop actions:
if number of units in last created unit group is equal to 0 then do
trigger - destroy trigger 'Money Farm upgrade to L-2'
trigger - enable trigger 'Check Redundancy MF Upgr 3'
trigger - destroy this trigger
(game- display to player 1 the text message: "The number of L-1 money farms == 0")
else
unit group - destroy last created unit group
(game- display to player 1 the text message: "The number of L-1 money farms == "+count units of unit type Money Farm L-1)


When I created the trigger and ran the game (with 8 players) I got this output:

Check redundancy MF upgr 2 is being executed
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0
The number of L-1 money farms == 0

and the trigger that should have been destroyed, was not destroyed. :confused:

PS I used UMSWE to add the destroy(trigger) functions.
 
to be honest, I'm confused as to what you want that to do exactly
 
Programmers call it 'garbage collecting'; get rid of redundant (unused) triggers.

The trigger (called 'MF upgrade to L-2' *) will be redundant when every player has a Money Farm L-2 or higher.
Therefor I do a check if there does not exist any Money Farm L-1 on the field.
If this is true, the trigger called 'MF upgrade to L-2' is redundant and must be destroyed.

* The trigger 'MF upgrade to L-2' generally does this:
events: a unit finishes an upgrade
conditions: unit type equal to Money Farm L-1
actions: remove triggering unit from the game
replace triggering unit with a Money Farm L-2
 
Does the upgrade trigger work? Because in my map, I just use replace (triggering unit), and it works. It would seem to me that you could not replace a unit if it isn't there, which it wouldn't be because you removed it with the previous action. I would also add to the upgrade trigger an action that calls the redundancy check trigger.

Also, the problem with the garbage collecting trigger is that when you pick every... , if there are no units, the trigger will not run. That action does not create a unit group. I would combine both triggers and rewrite them like this:

event:
Unit finishes an upgrade.

conditions:
Unit type of (triggering unit) = Money Farm L-1

actions:

Replace (triggering unit) with Money Farm L-2
If (Count Units in (Units in (playable map area)) matching (Unit-type of (matching unit) = Money Farm L-1) = 0) Then Do Actions Else Do Actions
Then
Trigger - Enable trigger 'Check Redundancy MF Upgr 3'
Trigger - Destroy this trigger
Else
Do Nothing

I think that should do it.

By the way, compliments to you for considering lag in your map. Most people don't. :)
 
Oh I didn't have my campaign editor open when I typed the upgrade trigger. I thought it was like that. It has always worked perfectly.
The real problem was/is that I do not exactly know how I should count the units.
I will try it with your
If (Count Units in (Units in (playable map area)) matching (Unit-type of (matching unit) = Money Farm L-1) = 0)
Thank you!
btw. I started a thread on lag and also read another on on this forum about it, and it seems that missiles are much more important than removing triggers, so this will be one of the things of my next update (darn I just released a new one! :rolleyes: )
 
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