Risk Map Help

Uszi

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I originally posted a thread about floating text problems here. Then I realized I'd have more questions, so I figured I'd put them all here.

This is an ability question:


"My next question: In the board game, you can replace 10 individual armies with one tank, which has the same power. Many maps allow you to train tanks instead of individual riflemen, as a way of recapturing this.

I want to give my unit training locations the ability to change large units into smaller ones. Like target a tank, and you get 2 cavalry, target a cavalry unit and get 5 riflemen.

So I started with an ability, invisibility (chosen randomly).
Then I tried to set up a trigger so that whenever a unit was trained, it was added to a unit group of that type (riflemen, cavalry, tanks).

Then, when a unit from the tank group has the invisibilty buff, it would be removed and replaced with two cavalry. When a cavalry has the invisibilty buff, it would be removed and replaced by 5 riflemen. etc.

It doesn't work though, so I'm wondering where I went wrong.

Unit groups:
Code:
:

Events
    Unit - A unit Finishes training a unit
Conditions
Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Unit-type of (Trained unit)) Equal to Army x1
        Then - Actions
            Unit Group - Add (Trained unit) to UnitType[3]
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Unit-type of (Trained unit)) Equal to Cavalry (Army x5)
                Then - Actions
                    Unit Group - Add (Trained unit) to UnitType[2]
                Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        If - Conditions
                            (Unit-type of (Trained unit)) Equal to Tank (Army x10)
                        Then - Actions
                            Unit Group - Add (Trained unit) to UnitType[1]
                        Else - Actions
                            Do nothing


Custom ability
Code:
:

Events
    Unit - A unit Starts the effect of an ability
Conditions
    (Ability being cast) Equal to Break Unit
Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            ((Targeted unit) is in UnitType[1]) Equal to True
        Then - Actions
            Unit - Create 2 Cavalry (Army x5) for (Owner of (Targeted unit)) at (Position of (Targeted unit)) facing Default building facing degrees
            Unit - Remove (Targeted unit) from the game
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    ((Targeted unit) is in UnitType[2]) Equal to True
                Then - Actions
                    Unit - Create 5 Army x1 for (Owner of (Targeted unit)) at (Position of (Targeted unit)) facing Default building facing degrees
                    Unit - Remove (Targeted unit) from the game
                Else - Actions
                    Do nothing





I also wanted the new units to have the same %hp as the unit that created them (to prevent abuse from pulling a tank back with 5% health to get two cavalry at 100% health).

I had not thought of a way to do that yet.

I also was considering trying to combine units (5 riflemen -> 1 Cavalry, etc). Hadn't worried about it yet though.



EDIT: Eh, looks like I changed my mind. I tried doing "targeted unit" instead of "unit has specific buff." Neither is working. I guess I should also note that I edited the invisibility buff when I was trying the specific buff condition."
 
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