B.Lizard wrote:Hey, I'm making a whole new scenario, but I have some questions.
1: How can I trigger something, so for example if you kill a chinese infantry you get 1 stone, but if you kill a persian immortal, you get 5 stone.
2: How can I trigger something, when your units stand in an area, they all get healed on the same time? Because what I have now, they get healed one by one, but the area needs to work like a hospital.
I hope someone on this forum knows how to solve these problems.
My scen is almost ready and it's gonna be awesome ^^
~ B.Lizard
It's been a while, but I'll try my best.
1. You can give all the units 1 food so that they don't disappear so quickly upon death. Then, you can make a trigger so that whenever your unit(s) are near a dead chinese infantry unit, it removes the dead chinese infantry unit (or removes its food, letting it decay) and gives you +1 stone.
Alternative: You can have the chinese infantry spawn a certain object, like a flag, upon death. Then, you can make a trigger so that whenever your unit(s) are near a flag, it removes the flag and gives you +1 stone.
Both of the above methods can be duplicated and tweaked to make the persian immortials worth more stone.
2. I don't think I ever came up with a true solution for this one. When I first played Mr Peeper's Living Hell, he used actual hospitals, which made healing our units painfully slow. In my Eternal Darkness 2 and 3 scenarios, I used an idle check to heal (if the unit is idle and not max HP, heal for X amount).
If your units will ideally be healing while idle, you could add a hospital (or something to mark that the location heals your units) and then make a condition check such that:
IF unit is close to the hospital/marker AND unit is idle AND unit has less than max HP, THEN heal unit for X amount per second.
If you're dealing with lots of units, you can forgo the hospital/marker and turn:
IF unit is close to hospital/marker ---- turn this into ------> IF unit is in specified area
If your units aren't going to be idle while healing, the best solution I can think of is to duplicate the healing trigger so that it's more likely for a unit to be receiving healing.
Hope I helped you in some shape or form.