Trigger ain't working for some reason...

PYROMANIC

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I want to make a building that gives income, and that i can upgrade the building to get more income.
Like that: level 1 "Grates" give 1 gold per second. level 2 "Tent" give 2 gold per second.

so i made it like this:
-Events
Unit - A unit owned by Player 1 (red) Finishes construction
-Conditions
(Unit-type of (Constructed structure)) Equal to Grates
-Actions
Trigger - Turn on Red Income 1 <gen>

*(Red Income 1) is a trigger that gives 1 gold per second.

So it worked but if I try to upgrade the building the same way, it doesn't.

so i made it same way:
-Events
Unit - A unit owned by Player 1 (red) Finishes construction
-Conditions
(Unit-type of (Constructed structure)) Equal to Tent
-Actions
Trigger - Turn off Red Income 1 <gen>
Trigger - Turn on Red Income 2 <gen>


And now it doesn't work.

So my question is how to do this and i would also like to know why doesn't it work.
 
use one trigger for the income not 2-20 or however many upgrades create 1 if/then/else function for each level

Trigger:
  • for loop integer a from 1 to 12 do actions
    • loop actions
      • if - conditions
        • (Boolean Variable [index:integer a]) = true
      • then - actions
        • give 1 gold per second
      • else - actions
        • do nothing


and another if then else function in the same integer function for 2 gold per second
then create a boolean variable for every level of income and when that building is created it turns the variable to true and the latter to false etc
 
This is the best way:
Every 1 second of the game
Add number of units matching matching unit is equal to gold generator * 1 gold to player 1 red.
It works
 
So my question is how to do this and i would also like to know why doesn't it work.

This just turns on a trigger that gives 1(2) gold, it doesn't check how many 'Grates'('Tents') you actually have.

This is the best way:
Every 1 second of the game
Add number of units matching matching unit is equal to gold generator * 1 gold to player 1 red.
It works
This is what you should do, though I think having a trigger that adds units to the unit group rather than creating a new unit group every second would be more efficient.

The triggers:
Would look like (hand typed again!):
Trigger:
  • Grates
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • (Unit-type of (Constructed structure)) Equal to Grates
    • Actions
      • Unit Group - Add (Triggering unit) to Grates[(Player number of (Owner of (Triggering unit)))]
      • Trigger - Turn on Greedisgood &lt;gen&gt;

Trigger:
  • Grates
    • Events
      • Unit - A unit Finishes construction
    • Conditions
      • (Unit-type of (Constructed structure)) Equal to Tent
    • Actions
      • Unit Group - Add (Triggering unit) to Tents[(Player number of (Owner of (Triggering unit)))]

Trigger:
  • Greedisgood
    • Events
      • Game - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • for loop integer a from 1 to 12 do actions
        • loop actions
          • Player - Add ((Number of units in Grates[(integer A)]) + ((Number of units in Tent[(integer A)]) x 2)) to player[integer A] &#039;s current gold


Variables:
- Grates[] is an unit group array, storing all the grates owned by a player.
- Tents[] is an unit group array, storing all the tents owned by a player.

Also:
- Please use [wc3 ], [/wc3 ] tags around triggers, it makes them easier for us to read.
- The first two triggers could be combined into one, ultimate trigger to rule the world.
- Also I noticed you were using 1 trigger for every player in the map, with the above trigger you only need 3 (2 actually) and it works for all players at the same time, awesome no?
- Change the '12' (for the loop) in the third trigger to the amount of players you have in your map.
- Again this is hand typed, so some spelling or codes might be a bit off.
 
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