Chjoodge
New Member
- Reaction score
- 14
I need an instant unit training in my map. I came up with few methods and I found some more methods here on the forum which were *almost* instant, but I'd like to get rid event of that *almost*.
To summarize what I tried:
1) Build time = 0.
This does the same as having the building time of 1, just not showing the training bar progress right. The unit is still trained 1 second.
2) Using Units Sold instead of Units Trained.
I don't want to use this - my units should never run out of stock and I don't even want that little black stock info square to show on their button.
3) Ability.
I don't want to create an ability 'Train Unit X' which would create the unit, because the ability cannot easily handle stuff like player being out of gold, player using his max supply etc.
4) Trigger.
Event: Unit begins training.
Condition: ...
Action: Create 1 (Trained unit-type) at ... .
This works fine, but I am unable to stop the training building from finishing training the unit, which results in actually creating two units - one created from the trigger immediately and one created when the building finishes training the unit. Maybe if I would know how to cancel a training of a unit via a trigger, it would help.
Any ideas?
To summarize what I tried:
1) Build time = 0.
This does the same as having the building time of 1, just not showing the training bar progress right. The unit is still trained 1 second.
2) Using Units Sold instead of Units Trained.
I don't want to use this - my units should never run out of stock and I don't even want that little black stock info square to show on their button.
3) Ability.
I don't want to create an ability 'Train Unit X' which would create the unit, because the ability cannot easily handle stuff like player being out of gold, player using his max supply etc.
4) Trigger.
Event: Unit begins training.
Condition: ...
Action: Create 1 (Trained unit-type) at ... .
This works fine, but I am unable to stop the training building from finishing training the unit, which results in actually creating two units - one created from the trigger immediately and one created when the building finishes training the unit. Maybe if I would know how to cancel a training of a unit via a trigger, it would help.
Any ideas?