Hmm. Got it fixed and tested the Map, but it did the wrong thing. Apparently it just upgraded the Lurker's weapons to Level 1 automatically... Whereas it was supposed to just show the button on the Comman Card.
Purchase Lurker (P1)
Events
Unit - Any Unit Enters Buy Lurker (P1)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player 1 has at least 10 and at least 0) == true
Then
Unit - Move (Triggering unit) instantly to Center of Player 1 (No Blend)
Unit - Create 1 Lurker for player 1 at Complete Transaction (P1) using default facing (No Options)
UI - Display "Lurker has been Purchased!" for (Player group(1)) to Directive area
Player - Modify player 1 Minerals: Subtract 10
General - If (Conditions) then do (Actions) else do (Actions)
If
Show Ability == true
(Evolution Chamber - Research (Evolution Chamber) is Disabled for (Last created unit)) == true
Then
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Last created unit)
Else
General - Wait 2.5 Real Time seconds
UI - Clear All Messages for (Player group(1))
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Else
Unit - Move (Triggering unit) instantly to Complete Transaction (P1) (No Blend)
UI - Display "Transaction Declined!" for (Player group(1)) to Directive area
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
General - Wait 3.0 Real Time seconds
UI - Clear All Messages for (Player group(1))
Cheers Then
@Thenarden:
@Mesden:
Hmm. Got it fixed and tested the Map, but it did the wrong thing. Apparently it just upgraded the Lurker's weapons to Level 1 automatically... Whereas it was supposed to just show the button on the Comman Card.
@Thenarden:
Were you under the correct impression..?
@Mesden:
Mmm, so back to square one I guess -_-
Purchase Lurker (P1)
Events
Unit - Any Unit Enters Buy Lurker (P1)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player 1 has at least 10 and at least 0) == true
Then
Unit - Move (Triggering unit) instantly to Center of Player 1 (No Blend)
Unit - Create 1 Lurker for player 1 at Complete Transaction (P1) using default facing (No Options)
UI - Display "Lurker has been Purchased!" for (Player group(1)) to Directive area
Player - Modify player 1 Minerals: Subtract 10
General - If (Conditions) then do (Actions) else do (Actions)
If
Show Ability == true
(Evolution Chamber - Research (Evolution Chamber) is Disabled for (Last created unit)) == true
Then
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Last created unit)
Else
General - Wait 2.5 Real Time seconds
UI - Clear All Messages for (Player group(1))
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Else
Unit - Move (Triggering unit) instantly to Complete Transaction (P1) (No Blend)
UI - Display "Transaction Declined!" for (Player group(1)) to Directive area
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
General - Wait 3.0 Real Time seconds
UI - Clear All Messages for (Player group(1))