How To Make Income

Romek

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Income System

Read through that. You should be able to understand the triggers. If you don't, then just ask.
 

MurderMode

Giving new meaning to co-op... slowly
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Here's one method of obtaining income for a player, it's basic but it can be a starting point for you to understand how it all works....

First Trigger - setting the income

Code:
Income Set
    Events
        Unit - A unit enters (Playable map area)
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Sheep
            Then - Actions
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] + 1)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Dog
            Then - Actions
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] + 2)
            Else - Actions

This trigger has 2 unit examples in it, a sheep and a dog. If the player creates a sheep then 1 gold is added to the integer variable array for that player, and if a dog is created then 2 gold is added. You will need to recreate this if/then/else trigger for all different types of unit in your map.

The integer variable array (Income [index]) has 12 arrays, one for each possible player. You will notice that the index in the trigger is set to '(Player number of (Owner of (Triggering unit)))' so that when the trigger runs, it automatically selects which player to increase the income for, instead of having to make 12 seperate integer arrays and 12 seperate triggers.

Second Trigger - acquiring the income

Code:
Income Return
    Events
        Time - Every 10.00 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Add Income[(Player number of (Picked player))] to (Picked player) Current gold

All this trigger does is add the integer variable array (Income[index]) to the players current gold every 10 seconds.

From here you should be able to figure out how to set up timers for the player to see the countdown etc, this is just an example of the core of an income system
 

demotry241

Don't Ever Categorize Yourself.
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uhh.... hmm... the event a unit is sold seems better? , is it?



condition

action

if\the \else
if sold unit = unit type of ???
then
set income[owner of the sold unit] = +?


something like that...
 

MurderMode

Giving new meaning to co-op... slowly
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possibly, but I wasn't going to be bothered to try this example to test if it would work, and I know in most cases 'event response - triggering unit' is more reliable then using some of the other options like 'sold unit'.

If you want to use sold unit, then change the event to 'a unit sells a unit' and instead of triggering unit just change that to 'sold unit'. It's the same thing really... the unit is still going to enter the playable map area.

Just try out the trigger (either way) on a couple of units and then if it works then you are set, and if you have any more questions or problems with it you're free to come back and get them solved. No need to debate yet ;P
 
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