Region - Game Messaage problem

B0ndo

New Member
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4
Hi guys.

I've got a problem, I made a trigger:

Trigger:
  • hfd
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in Mid West Reg <gen> matching (((Matching unit) is A structure) Equal to True))) Equal to 0
          • (Mid West Reg <gen> contains (Dying unit)) Equal to True
          • ((Dying unit) is A structure) Equal to True
        • Then - Actions
          • Game - Display to (All allies of Player 1 (Red)) the text: You have lost the m...
          • Game - Display to (All allies of Player 2 (Blue)) the text: You've destroyed th...
        • Else - Actions
          • Do nothing


I need it to send those text messages whenever a tower dies and if the specific region doesn't contain any other towers. But it's not working and I don't know why :banghead:

Any help is appreciated!
 

aki15

New Member
Reaction score
5
Can't you just put an UNIT TYPE condition?
Or if you don't want to, look if your unit is structure... ?
And delete "Do Nothing", you don't need this... !
 

B0ndo

New Member
Reaction score
4
But the region contains 6 towers, I don't want it to display everytime a tower is destroyed, only when all of those 6 towers have been destroyed.
 

NeuroToxin

New Member
Reaction score
46
Do delete the, "Do Nothing" thing, its a useless function call. and an FYI,
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Number of units in (Units in Mid West Reg <gen> matching (((Matching unit) is A structure) Equal to True))) Equal to 0
    • (Mid West Reg <gen> contains (Dying unit)) Equal to True
    • ((Dying unit) is A structure) Equal to True

The actions for this will only fire if ALL of these are true. And, I'd use an integer variable to count down, instead of what you're doing.
 

B0ndo

New Member
Reaction score
4
Ye I was just thinking of using a variable to count the towers instead, I think I'll go with that idea. Thanks Neuro and Aki15.
 

Inflicted

Currently inactive
Reaction score
63
Question, it is related.

But do structures have corpse's? or Death times?

If so, then this:

Trigger:
  • (Number of units in (Units in Mid West Reg <gen> matching (((Matching unit) is A structure) Equal to True))) Equal to 0


will need a condition to check if it is alive.

However i'm not sure if it does have a death time/corpse left behind.
Anyone know?
 

Inflicted

Currently inactive
Reaction score
63
Oh okay, thanks for clarifying that.

Is it considered death whilest in death animation?

(And this is related, sorry I'm not trying to hiijack the post)
 

Inflicted

Currently inactive
Reaction score
63
Oh okay, but if it doesn't have a corpse like a structure for example.

Is it considered dead whilest in animation?

lol. just for trigger events sake
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
608
I think it only counts as "dead" after the death animation has finished. Or it might be after the Art - Death Time (seconds) field in the Object Editor.
 
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