"One Town Hall" and "Non-Melee Victory/Defeat" triggers

Templarion

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Ok. I have found both of those triggers and wrote them correctly but they don't work.

One Town Hall (see also: http://www.thehelper.net/forums/archive/index.php/t-16537.html):

Events:
Unit - A unit Begins construction
Conditions:
((Unit-type of (Constructing structure)) Equal to Town Hall) and ((Number of units in (Units owned by (Triggering player) of type Town Hall)) Equal to 1)
Actions:
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Triggering player))) the text: You cannot have mor...
Unit - Remove (Constructing structure) from the game


Non-Melee Victory/Defeat trigger is imported right from "Free Trigger Code" -forum from thread "Other triggers" made by Darg.

My map is a non-melee map made for 1vs1vs1vs1 or 2vs2 game. Errors are printed when I save the map. I can still test my map but triggers are disabled. Yes, I have lots of custom objects.

Please, help me. I have read your texts and seen you are the masters of World Editor.

"You are my only hope."
 

WastedSavior

A day without sunshine is like, well, night.
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hmmph, how about instead of remove constructing unit.. which'd i think'd crash or error because theres a peasant inside.. once you build a town hall, remove the ability to build it, so once you build one, trigger removes the ability or adds a tech tree thats impossible to obtain unless your first town hall is destroyed..
 

Templarion

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Some background info:
At the starting point every player owns a Town Hall. I want that more Town Halls cannot be build until the only one is destroyed. And after destroying the Town Hall more than one cannot be build.
And yes, a peasant goes inside a town hall when it is building the town hall (or any else building).

Am I making myself clear? I am not very good with these triggers. Just copying others.

And how about that Darg's non-melee victory/defeat trigger?
 

Templarion

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How do I remove an ability like "build town hall"? I mean, I don't even see "build" ability around here in object editor and you are recommending to remove only the "town hall" part from that ability. How am I supposed to do that?

I really need help with these two triggers. Pretty please.
 

WastedSavior

A day without sunshine is like, well, night.
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go to object editor
go to "units" tab
go to peasent
go down to "structures built" theres a big long list of the buildings he makes
Remove town hall
go to trigger editor
Make unit generic Event
Unit - A unit Dies
Make Condition a unit-type comparison
(Unit-type of (Triggering unit)) Equal to Town Hall

ARGH i totally just found a flaw, lol i can't find out how to add a building to a units constuction list.. imma fiddle around ill come back to this post
 

WastedSavior

A day without sunshine is like, well, night.
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ehehehe.. i love ace.. he brings me to shame XD oh well im still a novice, eventually ill have some brains
 

Templarion

Member
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8
Thank you for your advices and patience. I tried next:

Trigger name: "Human Hall" (referring to Human's Custom Town Hall)
Events:
Map initialization
Conditions:
-
Actions:
Player - Limit training of Town Hall to 1 for Player 1 (Red)
Player - Limit training of Town Hall to 1 for Player 2 (Blue)
Player - Limit training of Town Hall to 1 for Player 9 (Gray)
Player - Limit training of Town Hall to 1 for Player 11 (Dark Green)

And same for Orc's Town Hall.

RESULT: Neither one works. None of my goddamn triggers works!! Damn. I am cursed trigger maker... (Plans to change his alias.)

And how about that Darg's non-melee Victory/Defeat triggers? (See my first post to locate Darg's triggers.)

Could there be something totally wrong with my map or other things? My computer is AMD Athlon and display drivers are made by ATI. My current World Editor version is 1.15.
 

Templarion

Member
Reaction score
8
:banghead:

I just tried to create a trigger for starting resources:

Trigger name: Resources
Events
Map initialization
Conditions
-
Actions
Player - Set Player 1 (Red) Current lumber to 500
Player - Set Player 2 (Blue) Current lumber to 500
Player - Set Player 9 (Gray) Current lumber to 500
Player - Set Player 11 (Dark Green) Current lumber to 500
Player - Set Player 1 (Red) Current gold to 2000
Player - Set Player 2 (Blue) Current gold to 2000
Player - Set Player 9 (Gray) Current gold to 2000
Player - Set Player 11 (Dark Green) Current gold to 2000

And even that doesnt work!! It screws when I save the map. Still... I can play the map. But without the right triggers it doesn't feel any good.

:banghead:
 

Templarion

Member
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8
Why don't they work? I import those triggers from Darg's map to mine and they still don't work.

The triggers are made for non-melee map and my map is a non-melee map.

Where are the problems? If you have questions, feel free to ask.
 
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