Some time ago i asked you to tell me how to change owner of unit which life got below XX. It worked, but only when there is only one trigger like that... When i made separate triggers for castle/ town hall and something else, THEY DOESNT WORK !!
and one more... Why the hell it always says that i need to build town hall or i will be shown to all players... My buildings (own made) are Town Halls... Just like normal one... Why do the game doesnt see them ??
Mesiash...Why the hell it always says that i need to build town hall or i will be shown to all players... My buildings (own made) are Town Halls... Just like normal one... Why do the game doesnt see them ??
Did you remove the melee-triggers? It's a function for melee-games that a player that has no town hall is shown to other players, so he doesn't simply hide some of his last units and nerves the other players.
To the other question: I'll see what I can do. Would be helpful if you post your current triggers here.
Castle Events Unit - A unit Is attacked Conditions (Unit-type of (Attacked unit)) Equal to Castle (Life of (Attacked unit)) Less than 800 Actions Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Same are for Town Hall and (dunno name) Mansion ??
I wonder if my self-created units based on castles are still castles now... Maybe thats the problem...
simply create another trigger for the (dunno name, too ) mansion and one for the town hall.
Example
Castle Events Unit - A unit Is attacked Conditions (Unit-type of (Attacked unit)) Equal to Town Hall (Life of (Attacked unit)) Less than 800 Actions Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Maybe someone can think of easier way to do it, coz i made more than 24 new units, and i would like to make some trigger which will refer to all of one kind...
Everything in one trigger is hard (will be an If/Then/Else-solution, still refering to every building), but in two triggers there should be an easy way. Working on that.
One question: Should all buildings be ownerchangeable? Then the trigger would be easy. Else you HAVE to refer to the specific buildings (like I said, possible in one trigger with If/Then/Else or in 24 triggers -> 24 Units)
Edit: Won't need if/then/else, "or"-conditions are enough
The two trigger solution I thought of won't work cause WE/WEU doesn't have the function I thought of.
Here an example of the one-trigger-solution for 4 buildings:
OwnerChangeWithOrFct Events Unit - A unit Is attacked Conditions Or - Any (Conditions) are true Conditions [list]And - All (Conditions) are true Conditions
(Life of (Attacked unit)) Less than 500.00 (Unit-type of (Attacked unit)) Equal to Barracks
And - All (Conditions) are true Conditions
(Life of (Attacked unit)) Less than 800.00 (Unit-type of (Attacked unit)) Equal to Castle
And - All (Conditions) are true Conditions
(Life of (Attacked unit)) Less than 600.00 (Unit-type of (Attacked unit)) Equal to Keep
And - All (Conditions) are true Conditions
(Life of (Attacked unit)) Less than 125.00 (Unit-type of (Attacked unit)) Equal to Farm
[/list:u] Actions Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Your idea is good, however it refers to normal Castles, Barracks, Etc.. So i think i will have to make 24 similar triggers
I turned off melee in my map, and i still have to build "Town Hall" in 2 minutes to not get my towns shawn to all players... why the hell ?
One more prob. shawn when i tested this trigger... Why the hell guard towers with given burrow ability (all abilities of normal burrow) can get peons hidden in and game crashes when i click on it ??