Risk type trigger help

  • Thread starter Thread starter cccpman1
  • Start date Start date
what? Dosnt the code on the bottom work just fine though? It seems to have worked but i have tested only one region with it....
 
It's the same exact thing. Your only using 1 action instead of using multiple. One thing about Triggering Player. Triggering Player would only refer to a player when the event has a Player specificed in it. Otherwise, it does absolutely nothing.
 
your right, i just removed all of the clutter test triggers now and its only coincidence that mine worked :( . However with the fix you suggested it worked great, i do have to convert the code
Code:
((Units in testregion <gen> owned by (Owner of Barracks 0091 <gen>)) is empty) Equal to True
to work with the system now but its a small and simple task. Add a quick way to change the barracks to the correct races and im done with most of the map :)


You 3 got names on b.net cause i wanted to keep a running list of special thanks
 
hey, lost my computer and my map in a crash but finally found a copy...

There was a bug i was never able to fix and need some help with

When a unit enters a region and the barracks changes owner... the barracks actually also changes position which is horrible for me because it totally bugs the game (units that move into that regions place change ownership :()

all right, so here is the trigger

testing transfer
Events
Unit - A unit enters haradwaith circle <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in Region 078 <gen>) and do (Unit - Change ownership of (Picked unit) to (Owner of (Entering unit)) and Change color)
Unit - Move (Picked unit) instantly to (Center of Region 078 <gen>)


I added the second action because i thought that would solve the barracks jump problem because it would hop right back but it hasnt. I also tried the ownership-changed unit instead of picked player for teh second action with no luck there either

I cant find anywhere would would cause the barracks to jump. I have tried making the region smaller/larger then the actual barracks as well with no luck. Any ideas?
 
*bump*


Any help or questions would be great - as soon as this bug is fixed i will finally be able to release the map


=EDIT=
anyways the problem with the barracks moving to a far off location happens usually when units are right next to it.. i hoep that info helps a little?
 
All right I hope to change the way things work now... the problem is that when i include a building in a unit group and units are near it.. it causes the building to move when it should not

The change im interested in is this, I want to have a "dummy barracks" that is just a building and does nothing at all. When somebody selects a race I want the barracks to allow them to produce units for that race

So, they join select something like elf, and the units the barracks is allowed to build changes (gets filled up) with units I have selected. I looked through the list of commands but cant seem to find anything that would do this, is there a simple way of doing this (just teh basic commands, i will fit it into the selection system i have setup)? Because im mostly sure that it is not possible, cant i set an ability (call it like create ranger) and then when that is cast have another trigger that actually adds a ranger (i dont want to do it this way because of the ammount of triggers, but am willing to)


Thanks for any help, hopefully with this change my map can get some progress
 
If all barracks look the same, they shouldn't move when replaced.
(Well, I'm guessing here)


Maybe, remove the pathing map of your buildings.


If all else fails, you could try making ghosts:
Remove the pathing, set the collision size to something really small (like 0),
and give them the ability "ghost (visible)".
Means units can walk through them...


Or, run a trigger that takes all units nearby and moves them away from the building,
then replace it :)
 
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