Stuck on two trigger problems

BlargIAmDead

New Member
Reaction score
25
The first problem involves killing 16 units of Player 6 (where the integer variable "Army" is 16), which is supposed to turn on another trigger:

Command
Events
Unit - A unit owned by Player 6 (Orange) Dies
Conditions
Actions
Set Army = (Army - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Army Equal to 0
Then - Actions
Trigger - Turn on Theophany <gen>
Else - Actions
Do nothing

The second trigger is not turned on.

My other problem is that I want to kill all the farms of Player 8, and all BUT ONE of the farms of Player 11, in order to achieve victory in the game. How would I do this?
 
S

SilentDragon

Guest
First of all what is the Theophany trigger?
(you don't have to answer that if what i say next works)

and do you want the trigger to DO something or do you want it to just be on and ready to do something if the event for it occurs?

RUNNING a trigger means the trigger will do everything specified within it

turning the trigger ON means that the trigger is now able to do everything specified in it if its event occurs

in answer to your second trigger problem I have the trigger i think you need down below: (i have it color coded so you know where the if/then/else ones start/end)

Trigger 1
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Farm
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Constructed structure)) Equal to Player 8 (Pink)
Then - Actions
Unit Group - Add (Constructed structure) to P8_Farms
Else - Actions
Do nothing

If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions

(Owner of (Constructed structure)) Equal to Player 11 (Dark Green)
Then - Actions
Unit Group - Add (Constructed structure) to P11_Farms
Else - Actions
Do nothing

Trigger 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Farm
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit Group - Remove (Dying unit) from P8_Farms
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in P8_Farms) Equal to 0
(Number of units in P11_Farms) Equal to 1
Then - Actions
Game - Victory (Owner of (Killing unit)) (Show dialogs, Show scores)
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
Do nothing

If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit Group - Remove (Dying unit) from P11_Farms
If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions
(Number of units in P8_Farms) Equal to 0
(Number of units in P11_Farms) Equal to 1
Then - Actions
Game - Victory (Owner of (Killing unit)) (Show dialogs, Show scores)
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
Do nothing

both the red and the orange if/then/else are in trigger 2, the empty line was just to make distinction between each of them.

well that should be all you need, *NOTE* i designed the first trigger in case the farms weren't built in the first place, if they WERE already there, just use the map initialization event and use these actions:

Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Farm) and do (Unit Group - Add (Picked unit) to P8_Farms)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Farm) and do (Unit Group - Add (Picked unit) to P11_Farms)

for variables, all you need are two unit group variables, I used: P8_Farms and P11_Farms

hope this is all you need :D and i hope i designed it the way you wanted to, or at least gave you the right idea on how to redesign your own!
 

BlargIAmDead

New Member
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25
I've written the trigger you gave me for the second problem, and I'll let you know how that goes. But it requires a string of triggers, each turning on or running the other, starting with the trigger in the first problem.

As far as that goes, I just want to trigger to be turned on, ready for an event (in this case, the death of 16 of Player 6's units). Like I said, it should only complete its actions (including the chain reaction of triggers) if that event occurs. So far, the event can occur, but the chain reaction doesn't.
 

BlargIAmDead

New Member
Reaction score
25
Sorry to double-post, but I wanted to let everyone know that SilentDragon's trigger does work. The other trigger problem was caused by not having a "Run Trigger" action to activate it. (It's always the stupid mistakes, right?)

I've put the map into a campaign which is too big for uploading to the forums. Is there any other way, besides e-mailing it to people, that I can share it with other forumers? (I don't have my own website to host it on, and I'm not sure it's ready for http://world-editor-tutorials.thehelper.net/maps.php yet.)
 
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