Posted: Wed Jul 11, 2007 10:08 am Post subject:
I think I asked this question before
Subject description: but didnt get a good answer
How do you make buildings on your map belong to a player in the start of the map? Take a look at this map that I uploaded. I downloaded this map from RADEN website.
"PuRe SkILLs", yeah right. That map is a bloody amalgamation of all the worst practices in map modding...
As for your question, it's mapping-related, so moved to Mapping Discussion. The answer is, create a trigger, Name - "Give attached object to player at the first starting position", Event - 13/Time Elapsed , param 1 (or more, test it yourself and tweak to your liking), Action - 14/Change House, param <Player>. Then repeat the same for each starting position, just change <Player> to @B, @C , for each increasing starting position. Then, for each object you want to give the player, double-click it, and in its Tag dropdown, select the appropriate trigger's tag (which will be named the same as the trigger). Last edited by John Galt on Thu Jul 12, 2007 11:09 am; edited 1 time in total QUICK_EDIT
i got another problem now. I made triggers for every player and placed them on buildings. But the problem is that when I play the map, all the buildings belong to player 1 instead of themselves. _________________ Smikerboyz QUICK_EDIT
Trigger's House should be set to a house that's certainly on the map, like Civilian. If that still doesn't work, attach the map so we can check for ourselves. QUICK_EDIT
Ok I fixed it. And I solved my problem. You can see in my trigger3.jpg, in the param. I shouldn't just type in <Player>. I should select the <Player> from the list with 4 numbers infront of it. Then it will work. _________________ Smikerboyz QUICK_EDIT
Another question referring from the map I uploaded. How do you make messages appear in the beginning of the game? _________________ Smikerboyz QUICK_EDIT
You don't place it anywhere... But i really advise you not to make text triggers unless you're using the ra2.csf editor... Which is a bit complicated for someone who can't figure out what the elapsed time trigger does... But if you really want to do it, it's simple... Use Elapsed time, set it to what time you want the text trigger to go off (at the start of the game, it's obviously gonna be something like 1 - 5 seconds, just type in 1 in the little drop box)... And then select in action's, "11 - Text Trigger"... Then, in the little drop box, Type in what you want it to say... However, there are many issues with doing it this way:
1 - The Text Trigger can't be very long, only about 18 letters long.
2 - The Text Trigger can't contain any spaces, otherwise it'll be faulty, you must replace spaces with either "_" or "-".
3 - It add's "MISSING:" at the start of the text trigger, so it'll look really unusual...
Do as you please... I'm just letting you know that it's a very faulty way of doing things. QUICK_EDIT
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