Can someone point me in the right direction here? I want one building to be able to train units for all players - using the triggering players resources. Is it doable?
I think I remember someone once made an elaborate trigger -> if player clicks on unit, select hidden unit owned by player that can buy your units. Obviously that adds a little bit of delay and isn't as smooth or clean. Just wondering if there is a better way or if I should mess around with that jazz.
I found a work around to anyone interested. I only had one unit I wanted my structure to build so it wasn't too bad.
Share Unit (unit flag) Create a fake ability (I usually use ceffect instant and just give it no effect). Event: unit uses fake ability. If conditions, mineral check, supply check, Create Unit for triggering player. Else (check minerals or supplies) play error sound, text message warning "not enough minerals"
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Can someone point me in the right direction here? I want one building to be able to train units for all players - using the triggering players resources. Is it doable?
I think I remember someone once made an elaborate trigger -> if player clicks on unit, select hidden unit owned by player that can buy your units. Obviously that adds a little bit of delay and isn't as smooth or clean. Just wondering if there is a better way or if I should mess around with that jazz.
I found a work around to anyone interested. I only had one unit I wanted my structure to build so it wasn't too bad.
Share Unit (unit flag) Create a fake ability (I usually use ceffect instant and just give it no effect). Event: unit uses fake ability. If conditions, mineral check, supply check, Create Unit for triggering player. Else (check minerals or supplies) play error sound, text message warning "not enough minerals"