I FOUND A WAY THAT CAN WORK (acceptably):
Trigger, Loop, high, immediately
Cond: timer 1
Effects: 1) Modify Protounits, Cost Wood -(unit wood cost - cost to timeshift), ex: Manor costs 80 wood, 5 to timeshift so -(80-5)= -75 wood
2) Modify Protounits, Cost Gold -(unit gold cost)
3) Damage Units in area, 50 dmg
4) Change units in area, from unit x to unit x (ex. Manor to manor)
EDIT: Change units in area, from unit x to unit y (ex. Manor to Axeman(doesn't make noise)). Then Transform All units, from y to x (Axeman to Manor). This gets rid of the noise AND the building foundation. EDIT2: But Buildings lose some of their functions (can't train, research)...
Then all the inverse;
5) Damage ..., -50 dmgs
6) modif proto cost gold +(unit cost gold)
7) modif proto cost wood +(unit cost wood)
The problem is that, everytime you change the unit, it does its sound as if you selected it. Transform all units removes the sound problem, but adds another: buildings' foundation stay where the building was timeshifted.
Anyone got a solution to that?
Instead of Looping 1 sec, you could make it so that a trigger Transforms all Timeshift in or out units into a certain unit, then make a trigger that activates each time a player has Player Unit Count of that certain unit >
0, then the rest listed above.
Another not really important problem is that any building with 50 hps or less would be destroyed by the trigger (doesn't affect buildings getting built though).[This message has been edited by theonefrog5545 (edited 07-04-2012 @ 08:20 AM).]