You need to take the local variable "command Disables" and move it outside the trigger; on the right side; click and drag it above your trigger; so it is a global variable, not a local variable.
I click & hold the variable and tried to drag just about everywhere of the editor I could and I had a red circle with a line going through it. lol!
I am soo confused on how to create this global variable
Unit Group - Pick each unit in (Last created units) and do (Actions)
Action
General - If (Conditions) then do (Actions) else do (Actions)
If
(Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group
Then
Else
UI - Disable Buttons for (Player group((Triggering player)))
General - If (Conditions) then do (Actions) else do (Actions)
If
(Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group
Then
Else
UI - Disable Buttons for (Player group((Triggering player)))
This is the closes thing I can work up, could someone check it please
General - Switch (Actions) depending on Command Disabled[(Triggering player)]
Cases
General - If (False)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Triggering player) Minerals) == 0
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering
player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Else
Default
Variable - Set Player Minerals = (Player (Triggering player) Minerals)
And Glorn, I added you to my B.net friends list, if we could talk further about your Trigger setup, it would be most helpful. I am stuck also on yours lol
Event Player - Player {Any Player} Minerals changes
Condition (Player (Triggering player) Minerals) <= 0
Action
Unit Group - Pick each unit in (Last created units) and do (Actions)
-Action ((????)) at this point I am lost what to do next as every option I look for it does not allow me to choose the units I want.
Thank you for your reply, I am sorry if I have you most confused.
What I like to see,
In my map players build citys and each Skyscraper increases the players money by 1 for example.
So, order for a player to support a army they must have x amount of Skyscrapers to support a army force for example 50 marines cost 1 mineral aka money every 10 seconds.
So, I need a trigger setup so it would detect if each player has 0 minerals to fund their troops or not. If they do not, the trigger would disallow the triggering player to issue any commands to all military units on the field owned by that player.
And if the player clearly has minerals again after the trigger has fired saying triggering player has 0 minerals, they would be allowed again to issue orders to their units on the field.
If you are confused even more, let me know, thanks!
The type of trigger i am trying to make needs to go like this,
Event
'Triggering player' property changes 'minerals' (Of course this whole thing can be rewritten to fit what it should look like)
Condition
Owner of triggering player 'property' changes <= 0
Action
Disable Commands for triggering player unit
----
So, allow me to explain what i am wanting to do, I want it so that whenever a player cannot pay for their troops on the field, the trigger would disallow them to issue any commands to that unit and alll other military units on the field that they own but their workers aka scv's.
If anyone could please create a sample map for me on how to create this, I will give credit on my map for doing so, thanks!
0
I click & hold the variable and tried to drag just about everywhere of the editor I could and I had a red circle with a line going through it. lol!
I am soo confused on how to create this global variable
0
Commanding Units
Events
Player - Player {Any Player} Minerals changes
Local Variables
UnitGroup = (Empty unit group) <Unit Group[16]>
Conditions
(Player (Triggering player) Minerals) <= 0
Actions
Unit Group - Pick each unit in (Last created units) and do (Actions)
Action
General - If (Conditions) then do (Actions) else do (Actions)
If (Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group
Then
Else
UI - Disable Buttons for (Player group((Triggering player)))
0
Commanding Units
Events
Player - Player {Any Player} Minerals changes
Local Variables
UnitGroup = (Empty unit group) <Unit Group[16]>
Conditions
(Player (Triggering player) Minerals) <= 0
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group
Then
Else
UI - Disable Buttons for (Player group((Triggering player)))
This is the closes thing I can work up, could someone check it please
0
Commandbar
Events
Player - Player 1 Minerals changes
Player - Player 2 Minerals changes
Player - Player 3 Minerals changes
Player - Player 4 Minerals changes
Player - Player 5 Minerals changes
Player - Player 6 Minerals changes
Player - Player 7 Minerals changes
Player - Player 8 Minerals changes
Player - Player 9 Minerals changes
Player - Player 10 Minerals changes
Player - Player 11 Minerals changes
Player - Player 12 Minerals changes
Player - Player 13 Minerals changes
Player - Player 14 Minerals changes
Player - Player 15 Minerals changes
Local Variables
Command Disabled = False <Boolean[16]>
Player Minerals = 0 <Integer>
Conditions
Actions
General - Switch (Actions) depending on Command Disabled[(Triggering player)]
Cases
General - If (False)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If (Player (Triggering player) Minerals) == 0
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Else
Default
Variable - Set Player Minerals = (Player (Triggering player) Minerals)
This is what I have done from your setup Glorn.
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And Glorn, I added you to my B.net friends list, if we could talk further about your Trigger setup, it would be most helpful. I am stuck also on yours lol
0
This is what I have created ~
Event Player - Player {Any Player} Minerals changes Condition (Player (Triggering player) Minerals) <= 0
Action Unit Group - Pick each unit in (Last created units) and do (Actions) -Action ((????)) at this point I am lost what to do next as every option I look for it does not allow me to choose the units I want.
Of course I am just lost.
0
Thank you Glorn, i will try your setup out and if works out well, I will write your name in for credit.
And
User_874412, for what you have under action, that would apply for all units, I don't want the scv's be counted.
0
Still could use the help, if another way could be done to create this effect, I am all ears.
0
See if I can sum it up.
Player (A) Builds 2 HQ's (HQ's gives Player (A) 10 Minerals Each = 20 Minerals every 10 seconds).
Player (A) now trains 30 Marines at the cost of 1 mineral each every 10 seconds. Total Cost: 30 Minerals
Leaving player with 0 profit.
Trigger Detects Player (A) has 0 Minerals. Trigger (Runs) and disables all command functions for all Marines 'Owned' by Player (A) - (Except SCV's)
Player (A) Build 11 Skyscrapers giving 11 Minerals, Player (A) now has 31 Minerals coming in. Profit 1 Mineral.
Trigger now Detects Player (A) has +1 Mineral Trigger (Runs) Activates Marines Command functions for Player (A).
Trigger Repeats all above functions to keep check conditions.
Hopfully this can sum it up for everyone.
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Thank you for your reply, I am sorry if I have you most confused.
What I like to see, In my map players build citys and each Skyscraper increases the players money by 1 for example.
So, order for a player to support a army they must have x amount of Skyscrapers to support a army force for example 50 marines cost 1 mineral aka money every 10 seconds.
So, I need a trigger setup so it would detect if each player has 0 minerals to fund their troops or not. If they do not, the trigger would disallow the triggering player to issue any commands to all military units on the field owned by that player.
And if the player clearly has minerals again after the trigger has fired saying triggering player has 0 minerals, they would be allowed again to issue orders to their units on the field.
If you are confused even more, let me know, thanks!
0
The type of trigger i am trying to make needs to go like this, Event 'Triggering player' property changes 'minerals' (Of course this whole thing can be rewritten to fit what it should look like)
Condition Owner of triggering player 'property' changes <= 0
Action Disable Commands for triggering player unit
----So, allow me to explain what i am wanting to do, I want it so that whenever a player cannot pay for their troops on the field, the trigger would disallow them to issue any commands to that unit and alll other military units on the field that they own but their workers aka scv's.
If anyone could please create a sample map for me on how to create this, I will give credit on my map for doing so, thanks!
0
The above trigger is suppose to change ownership of unit using "instant - target" ablity and some reason this does not work.
AutoFollow
The above trigger is suppose to auto follow its constructor after being constructed. This does not happen for some reason.
0
delete this, messed up post
0
delete this topic, I dont know why but the map decide to test.
0
I spent days working on this map and just randomly I am getting major errors when trying to test the map.
Error is "t3heightmap" I put all the default terrain back on the map and put height back to like 8.00 and saved the and I still get this error.
If anyone knows a fix, please I need to know