except for these triggers Im finnally done. Dose anyone know why these keep firing as fast as they can get processed, when they should fire when the buildings they count equal 0, but fires when they still exist?
CODE:
CreateTimeTrigger(1,0,150,150,"laborday");
SCRIPT_API void laborday()
{
labordayTest();
}
AND:
int playerLOCnum = TethysGame::LocalPlayer();
void labordayTest ()
{
Trigger &noAgriTrigger = CreateCountTrigger(1, 1, playerLOCnum, mapAgridome, (map_id)0, 0, cmpEqual,"NoResponseToTrigger");
Trigger &noStructFacTrigger = CreateCountTrigger(1, 1, playerLOCnum, mapStructureFactory, (map_id)0, 0, cmpEqual,"NoResponseToTrigger");
Trigger &noConVecWithSFTrigger = CreateCountTrigger(1, 1, playerLOCnum, mapConVec, mapStructureFactory, 0, cmpEqual,"NoResponseToTrigger");
Trigger &noConvecWithAGTrigger = CreateCountTrigger(1, 1, playerLOCnum, mapConVec, mapAgridome, 0, cmpEqual, "NoResponseToTrigger");
Trigger &starvEnding = CreateSetTrigger( 1, 1, 4, 4, "LaborDayPlayer", noConVecWithSFTrigger, noConvecWithAGTrigger, noStructFacTrigger, noAgriTrigger);
}
WITH THIS:
SCRIPT_API void LaborDayPlayer ()
{
Unit x;
// Player[playerLOCnum].SetWorkers(1);
// Player[playerLOCnum].SetScientists(0);
TethysGame::CreateUnit(x,mapLynx,LOCATION(60+31,5-1), playerLOCnum, mapRPG, 2);
}
They are driving me nuts ( this is only one of four ways tried, but the code creates units every 150 ticks and proves it's working backwards)