Ok i need to make a trigger that when a player killes a building it is rebuilt under that players comand, and I need it to work for 7 dif players repeatedly(thus the hard part)
Condition:
If Current Player Kills At Least (or Exactly) 1 'Building' at 'location'
Action:
Create 1 'Building' for Current Player at 'location'
Set Kills for 'Building' For Current Player to Zero (Optional)
Preserve Trigger
1 Must be created for each building you have, and you will need a location for each of those buildings.
Extra's include having a larger than the building 'location' and having another location to move units, so that the building isn't stopped from placing.
That is added to the action table
Move all units for All Players(OR Force of Human Players) to 'Safe No Building Location' before creating the building in the action table.
Hope this helped!
-Coko
Do you need this trigger to happen EVERY time a player kills a building? or just once?
Its pretty easy how to do it ^the guy who posted above^ but, it would take a lot of tedious work.
QUOTE(Coko @ Apr 17 2004, 05:20 AM)
Condition:
If Current Player Kills At Least (or Exactly) 1 'Building' at 'location'
Action:
Set Kills for 'Building' For Current Player to Zero (Optional)
Preserve Trigger
Kill at location?
Set kills?
Use triggers that exist. -_-
just do this. Current player kills (cc) at location then do create one cc at location. It's that simple and then preserve the trigger.. Glad I could help

...
As was previously stated, there is no kills unit at location. Hiowever, here's a method, but it would be prone to glitchines:
Whenever a player kills a certain building, a copy of that building is made in a little box somewhere that you're not using. HAve a location centered over each standard building. When the player has units near the building, the building is not there, and they have a copy of the building in their box, then it moves it, or creates a new one, or something, whatever, and there's no building in that box.
IF there's a problem with that, lemme know.
QUOTE(Unknown_Being @ Apr 17 2004, 03:04 PM)
...
As was previously stated, there is no kills unit at location. Hiowever, here's a method, but it would be prone to glitchines:
Whenever a player kills a certain building, a copy of that building is made in a little box somewhere that you're not using. HAve a location centered over each standard building. When the player has units near the building, the building is not there, and they have a copy of the building in their box, then it moves it, or creates a new one, or something, whatever, and there's no building in that box.
IF there's a problem with that, lemme know.
can you write the trigger out form me i dont fully understand what you mean
AND all you people that keep telling me to use trigger "player kills unit at location" THERE IS NO TREGGER TO DO THAT, IT DOESNT EXIST!
It does exist you just are not looking in the right place or for the right name, just do the one that KILLS UNIT AT LOCATION, i did the kill thing by mistake, sorry...
That was for if the building if it could be given to others later...Instead...
Well i was going to say something, but you won't understand it at all, its a bit...to advanced for you if you can't find that trigger!
you could use my kill counter, if you modifyed it to create buildings for players instead of giving minerals and gas, but of course for each unit type that you wanted counted you would need to make another counter.
here is the link to the post:
http://www.staredit.net/?showtopic=1732the 2nd copy is the 100% working copy
ok he was write about the kill unit at location(found it in starforge) but it is useless if i cant subtract the kill of that building without eraseing all the other kills
As for me not being able to understand what ever it was you where going to say
TRY ME
QUOTE(Elven_Fury @ Apr 18 2004, 03:34 AM)
As for me not being able to understand what ever it was you where going to say
TRY ME
I would enjoy doing that, But since i'm going to bed just read the post Thermo Linked to. Download the map, understand the triggers, then make the triggers you need reflecting off of his system.
You know last night i was thinking there was an easier way to do it then using my kill counter and it dawned on me this morning. If your using buildings that have their own unqiue razing value just use the razing value instead of my counter, but of course there always is the possibility that a player may kill 2 or more buildings before the trigger that checks the razing value and modifies it accordingly kicks in.
And of course getting two razings before the trigger kicks in totally messes up the entire system.
QUOTE(Thermo @ Apr 18 2004, 11:32 AM)
You know last night i was thinking there was an easier way to do it then using my kill counter and it dawned on me this morning. If your using buildings that have their own unqiue razing value just use the razing value instead of my counter, but of course there always is the possibility that a player may kill 2 or more buildings before the trigger that checks the razing value and modifies it accordingly kicks in.
And of course getting two razings before the trigger kicks in totally messes up the entire system.
Ok Thermo shut up when your ahead. I think your backwards evolveing here.
Well meh... if a player only has a few building types using the simpler system is simpler instead of big long complicated stuff which is jus big and long and most definitely complicated
QUOTE(Thermo @ Apr 19 2004, 12:10 PM)
Well meh... if a player only has a few building types using the simpler system is simpler instead of big long complicated stuff which is jus big and long and most definitely complicated
Like anything it depends on the map. Thats the main aspect about "kills to money" that people do not understand. You make the system that works best for your map. But few people actually know the benifits of each. That is if you can say there is a each, there is always slight modifications to everyones system.
For an example you could use Kill score to perfectly keep track of kills in a defence where there is only one unit type that comes at a time. But if you use that same system for a rpg you will be in a world of hurt.
i think i will just go with the player building a building on the location then it turning into the building that in want after the first building is completed
otherwize it is looking like i would have to make a trigger for each kill of the building up to atleast 20 so i will go back to my original method
You really should just post or send one of us the map. Unless we get as many details as possible, the answer isn't going to be as specific as possible.
Yeah seeing the map would make seletecting the best possible system easy