Two trigger questions...

Holygiant

Active Member
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1
Okay, I'm really sorry for being such a moron when it comes to triggers, but uhm, does anyone know a trigger, say, when Red kills 5 units of unit type owned by Dark Green, Red's unit is removed and replaced with another unit.
But it also has to follow this trigger.
Say a specific unit type owned by red dies. Red is given another one at a random point in the region. I want this to happen every time.
Any tutorials or just plain help?
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
This trigger is for your second request:
Code:
Untitled Trigger 001
    Events
        Unit - A unit owned by Player 1 (Red) Dies
    Conditions
        (Unit-type of (Triggering unit)) Equal to 'UnitType'
    Actions
        Set TempPoint = (Random point in (Playable map area))
        Unit - Create 1 'UnitType2' for Player 1 (Red) at TempPoint facing Default building facing (270.0) degrees
        Custom script: call RemoveLocation (udg_TempPoint)
'UnitType' is the type of the dieing unit.
'UnitType2' is the type of the unit you want red to get.
TempPoint is a point variable to avoid leaks.

For your first question, do you want it like if a footmen kills 5 units on the field it will become a uber footmen, or do you want if any unit of player 1 red kills 5 units on the field it will become a uber unit?
 

AceHart

Your Friendly Neighborhood Admin
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1,495
Event:
- A unit owned by Player 1 dies
Conditions:
- Unit type of (triggering unit) equal to ...
Actions:
- Set Point = Random point in <region>
- Unit - Create 1 Unit-type of (Triggering unit) for (Owner of (Triggering unit)) at Point facing default
- Custom script: call RemoveLocation( udg_Point )


The first one is slightly less obvious.
Should each unit have its own kill count? Or rather any kill per player?
 

Holygiant

Active Member
Reaction score
1
Thanks, and what I mean for the first one is for, say, footman kills 5 footmen. Footman is upgraded to knight spawned at random point in region.
 

Holygiant

Active Member
Reaction score
1
Oh, wait, does that trigger work on the WHOLE map? I want the trigger to not be just a unit owned by Player 1 (red) but a specific unit type of Player 1 Red.
Sorry!
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
This trigger is for your second request:
Code:
Untitled Trigger 001
    Events
        Unit - A unit owned by Player 1 (Red) Dies
    Conditions
        [B](Unit-type of (Triggering unit)) Equal to 'UnitType'[/B]
    Actions
        Set TempPoint = (Random point in (Playable map area))
        Unit - Create 1 'UnitType2' for Player 1 (Red) at TempPoint facing Default building facing (270.0) degrees
        Custom script: call RemoveLocation (udg_TempPoint)
'UnitType' is the type of the dieing unit.
'UnitType2' is the type of the unit you want red to get.
TempPoint is a point variable to avoid leaks.

like you said in your first post, this will work for a specific unit type ('UnitType' in my post) owned by player 1 red.

Code:
Untitled Trigger 002
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Killing unit)) Equal to Footmen
    Actions
        Unit - Set the custom value of (Killing unit) to ((Custom value of (Killing unit)) + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Killing unit)) Equal to 5
            Then - Actions
                Set TempPoint = (Random point in (Playable map area))
                Unit - Create 1 Knight for Player 1 (Red) at TempPoint facing Default building facing (270.0) degrees
                Custom script: call RemoveLocation (udg_TempPoint)
            Else - Actions
This is for your first request. this will work for every footmen on your map.

Edit: my trigger could be abused by players if they kill their own units, if you dont want this to happen add a condition which reads this:
Code:
((Owner of (Dying unit)) is an enemy of (Owner of (Killing unit))) Equal to True
to the trigger.

Edit2: oh yeah, i forgot to remove the footmen afterwards. just remove (killing unit) in the actions.
 
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