LoadRines
Events
TriggerAddEventUnitConstructProgress(null, c_unitProgressStageComplete)
Local Variables
Conditions
Actions
IfThenElse()
if
Comparison((UnitGetType((EventUnit()))), ==, "Bunker")
then
UnitCargoCreate((EventUnit()), "Marine", 4)
else
Trying to make a bunker defense game (Rines, Reapers, Hellions, Marauders, and Ghosts are the options)
I have several different bunkers made (actors and all is set)
Rine Bunker, Reap Bunker, Marauder Bunker, etc.
When a Rine Bunker is created, it should create 4 rines inside the bunker for the player is what I'm trying to accomplish. Same goes for Ghost Bunker making ghosts in bunkers, etc.
Just need to make it every time a rine bunker is made, it fills up with 4 rines.
lol.. cant figure out how to make the trigger thing look better here on the forums either... any tips?
When listening for the TriggerAddEventUnitConstructProgress(...) event, EventUnit() returns the unit that built the structure, you can use EventUnitProgressUnit() to get the structure that was built.
LoadRines Events TriggerAddEventUnitConstructProgress(null, c_unitProgressStageComplete) Local Variables Conditions Actions IfThenElse() if Comparison((UnitGetType((EventUnit()))), ==, "Bunker") then UnitCargoCreate((EventUnit()), "Marine", 4) else
Trying to make a bunker defense game (Rines, Reapers, Hellions, Marauders, and Ghosts are the options)
I have several different bunkers made (actors and all is set)
Rine Bunker, Reap Bunker, Marauder Bunker, etc.
When a Rine Bunker is created, it should create 4 rines inside the bunker for the player is what I'm trying to accomplish. Same goes for Ghost Bunker making ghosts in bunkers, etc.
Just need to make it every time a rine bunker is made, it fills up with 4 rines.
lol.. cant figure out how to make the trigger thing look better here on the forums either... any tips?
When listening for the TriggerAddEventUnitConstructProgress(...) event, EventUnit() returns the unit that built the structure, you can use EventUnitProgressUnit() to get the structure that was built.
ah... I see! I'll give it a shot. Thanks :D.