How do you make it so how ever many times you buy a certain unit (by going on a location) that number of that unit is spawned repeatedly every let's say minute without going through each number till a maximum?
To change one unit to another do you move a location to the first unit, remove it, place a new unit, and preserve?
How do you make so that however many of a certain unit (Refinary) gives you # of Refinary * x?
Thanks for anyone who helps!
None.
I am usually good enough in english, even if It is not my first language, but I still need clear explaination to understand well, so i'l try to help you as much as I can.
For question one, I guess you want to know how to make a pause between unit creation, so my answer is this:
Buy a Unit
[PLAYERS]
[Any player that you want to be able to buy units]
[CONDITIONS]
Current player bring at least one [Unit that goes on location]
[ACTIONS]
Create one [Unit that is bought] at [Location where you want the unit to be created]
Set Ressources: Take [number of mineral/gas you want the player to lose]
Wait for 60000 miliseconds
Preserve trigger
*any other action you might want to put*
This trigger will let the player buy one unit each minute, and it will make him lose minerals and/or vaspene gas for each unit bought. Do not forget the Preserve Trigger action, if you do, you will be able to buy a unit only once.
For question two, it is exactly how it is done.
And for question three I would need you to explain in a more approriate english, with more sentences because I am really not sure of what you want, do you want to gather more gas for each refinery owned? Or do you want to have a set ammount of gas per refinery after a timer?
Post has been edited 1 time(s), last time on Jun 4 2009, 2:16 am by Dungeon-Master. Reason: Damn trigger thing not working!!!!!!!!!!
None.
Set a death counter as a timer. Always subtract 1 death of "cantina". When you have 0 deaths of "cantina" and at most X of unit, create one X, and set deaths of cantina to <1 minute>. If using hyper triggers, the <1 minute> is 60/.084. If not using hyper triggers, I don't really know.
Center a location on a unit, (re)move it, create/move new unit to that same location. Have a set of conditions that will only go into effect once (ie, bring 1 zealot to somewhere by building a zealot at a gateway, then removing the zealot in the trigger which centers the location.)
Center a location on the refinery, give it to player 12, add 1 to a death count of "cave". Repeat until a certain player no longer owns any refineries. Give all the p12 refineries back. If X is constant, you can just add X for each refinery. Otherwise, you'll need to look up binary countoffs in the wiki to transfer the number of refineries to a different numerical value.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Quote from name:Zachary Taylor
Set a death counter as a timer. Always subtract 1 death of "cantina". When you have 0 deaths of "cantina" and at most X of unit, create one X, and set deaths of cantina to <1 minute>. If using hyper triggers, the <1 minute> is 60/.084. If not using hyper triggers, I don't really know.
Thanks for the help Zachary! But about the first part, I don't really understand. I am using hyper triggers, but it seems what your doing is making a timer. That isn't exactly what I had in mind. Let me try to rephrase my question:
There is a shop where you may buy units. There are five kinds of different units you can buy.
Every time you buy a unit the game stores a counter (somehow) of that unit.
Every (let's say) 5 minutes the game spawns every type of unit x # of counters for that unit, and it repeats forever.
Now, how do I make this happen?
Ex. I bought 3 unit A's, 2 unit B's, 1 unit C, 0 unit D, 18 unit E's. Then I want that same number and type of unit's to spawn every five minutes for the rest of the game.
None.
>be faceless void >mfw I have no face
Use Death counts, so every time you buy a unitA, add 1 deaths of UnusedUnitA. When its time to spawn those units, freeze the ability to buy units, with switches or w/e, then have a trigger such that if P1 has suffered at least 1 deaths of UnusedUnitA, create 1 UnitA at SpawnHoldinglocation, subtract 1 deaths of UnusedUnitA, add 1 deaths of UnusedUnit2. When the spawning is done, readd the DCs from UnusedUnit2 back to UnusedUnitA, with another AtLeast command, and a switch to detect whether it is time to swap em over again.
I'm not explaining it very well, so if you want a better explaination, I will post it.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."