Simple removing from marketplace

set

New Member
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When i buy unit from market place , how to remove it so ppl cant buy 2 of the same?
 

BRUTAL

I'm working
Reaction score
118
set its stock to 1 in the object editor
the fleid looks like this:
Stats- Stock Maximum
 

set

New Member
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2
set its stock to 1 in the object editor
the fleid looks like this:
Stats- Stock Maximum

Nop that wont helped allready tryed...
When i buy new one appear ... do u maybe know some trigger that can do this... but no to be Neutral Building - Remove ... coz thay dont work either i dont know why
 

BRUTAL

I'm working
Reaction score
118
Code:
Neutral Building - Remove (unit) from all marketplaces
o i just saw that it didnt,
why doesnt it? o_O
 

Cidzero

Imma firin mah lazer!!!1!1
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39
I'm confused as to why it isn't working, must be something with his unit, the trigger i gave him is fine...its gotta be the unit...
 

set

New Member
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2
Well , i maded a new taverned based of marketplace ... and i remove some abbility but i keep the essential "sell units"
in triger it said all building that have this skill unit that is sold will be removed.. but i dont realy know!!!
 

Somatic

You can change this now in User CP.
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84
Easy, To limit a player from buying 2 of the same unit from a tarven. Just set
Player - Limit Training of <Unit Type> for <Player> to 1

That will do it, just enter this line in the map init trigger u have in ur map.
 

set

New Member
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2
and again , its no problem to limit , i need to REMOVE the unit that was allready purched so other cant buy it as well...
 

Sim

Forum Administrator
Staff member
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534
Well, unless your shop has 11 different units available, you might want to consider replacing the shop with a version without the unit.

Though, it's a bit problematic if there are a lot of possibilities...
 

set

New Member
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2
Well, unless your shop has 11 different units available, you might want to consider replacing the shop with a version without the unit.

Though, it's a bit problematic if there are a lot of possibilities...

Well i need 11 units, and last button so it can be upgraded , so i cant afford to have useless button!
That why i need way to make it buyable without having nearby patron...
 

Cidzero

Imma firin mah lazer!!!1!1
Reaction score
39
Try Somatic's way first, if that fails, use the trigger Add - Unit-type with the Remove - Unit-type, so they balance out.

And have it set to No units sold in Object Editor so the triggers handle it all.
 

Cidzero

Imma firin mah lazer!!!1!1
Reaction score
39
Code:
Limit Trainging
    Events
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Player - Limit training of Footman to 1 for (Picked player))
        Player Group - Pick every player in (All players) and do (Player - Limit training of Peasant to 1 for (Picked player))
        Player Group - Pick every player in (All players) and do (Player - Limit training of Knight to 1 for (Picked player))
Code:
Removing Units
    Events
        Unit - A unit Sells a unit
    Conditions
    Actions
        Neutral Building - Remove (Unit-type of (Sold unit)) from (Selling unit)
Code:
Adding Units
    Events
    Conditions
    Actions
        Neutral Building - Add Footman to all marketplaces with 1 in stock and a max stock of 1
        Neutral Building - Add Peasant to all marketplaces with 1 in stock and a max stock of 1
        Neutral Building - Add Knight to all marketplaces with 1 in stock and a max stock of 1

Thats the 3 different triggers, thats how simple they are...

On adding units and limit training, you have those ran at the beginning of the map, not sure if adding units can be done during init, but limit training can.
 

set

New Member
Reaction score
2
ALELUJA .. it finaly work ... thx god :)
and most you cidzero .. now i need to make unit boughtable without button that select nearby hero?
know how to manage that?
 

Cidzero

Imma firin mah lazer!!!1!1
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39
Don't know of a way without it being owned by the player...not off hand at least...
 

set

New Member
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2
off hand ? what this mean?
one more thing , now i have creeps .. and when i killed tham i dont get any cash?
do i need to turn on something i have puted this in bounty
Stats - Gold Bounty Award - Base = 24
Stats - Gold Bounty Award - Number of Dice = 1
Stats - Gold Bounty Award - Side per Dice = 1
So now when unit is killed it should give 25 gold right?
and how to make it so when its killed its appear like when u kill creep in dota to number of gold you get fly from dieing unit?
 

Cidzero

Imma firin mah lazer!!!1!1
Reaction score
39
Neutral Hostile should automatically give gold....but just incase...

Code:
Player Group - Pick every player in (All players) and do (Player - Turn Gives bounty On for (Picked player))
 

set

New Member
Reaction score
2
Neutral Hostile should automatically give gold....but just incase...

Code:
Player Group - Pick every player in (All players) and do (Player - Turn Gives bounty On for (Picked player))

not working :(
 

Cidzero

Imma firin mah lazer!!!1!1
Reaction score
39
Are you sure?....I've never seen bounty not drop unless it was purposely turned off...or player bounties weren't turned on, but neutral hostile's bounty flag is on as default...
 

set

New Member
Reaction score
2
I have puted this triger at map intilazation , is this ok? and this is how it look
Player Group - Pick every player in (All players) and do (Player - Turn Gives bounty On for (Picked player))
 
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