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@RobertMinson: Go
Your welcome, I also just found the property to just check if its a building (instead of a specific one). hope your game turns out good =)
you bet. working on it right now. will update post when done, just refresh page. here
Untitled Trigger 001 Events Unit - Any Unit Enters Revive point Local Variables Conditions Actions General - While (Conditions) are true, do (Actions) Conditions (Owner of (Triggering unit)) == 1 (Unit type of (Triggering unit)) == Pylon Actions General - Wait 30.0 Game Time seconds Player - Modify player (Triggering player) Minerals: Add 1000
In this case, I made it if the building is a pylon, you can simply change that. it should work perfect now.
@WraithChaser: Go
im stealing that sig! =D
Untitled Trigger 001 Events Unit - Any Unit Enters test Local Variables Conditions Actions General - While (Conditions) are true, do (Actions) Conditions (Triggering player) == 1 Actions General - Wait 22.0 Game Time seconds Player - Modify player 1 Minerals: Set To 1000
something like that would work just fine =)
@RobertMinson: Go
Your welcome, I also just found the property to just check if its a building (instead of a specific one). hope your game turns out good =)
you bet. working on it right now. will update post when done, just refresh page. here
In this case, I made it if the building is a pylon, you can simply change that. it should work perfect now.
@WraithChaser: Go
im stealing that sig! =D
something like that would work just fine =)