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discovered by player [help] [multyplayer map]
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nicoandreasj
Vehicle Driver


Joined: 22 Mar 2018

PostPosted: Wed Apr 18, 2018 6:46 pm    Post subject:  discovered by player [help] [multyplayer map] Reply with quote  Mark this post and the followings unread

hi, i have buildings in my map and i want to change theire house when they are discovered by the player. i tryed this trigger
[event] 4 - discovered by player...  
[action] 14 - change house...

but when i test this is does not work. i cant find another trigger that should do the trick please help me Smile

Last edited by nicoandreasj on Wed Apr 18, 2018 7:41 pm; edited 8 times in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 18, 2018 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chk parameter value. It should be the House you're dealing with.



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FinalAlert 2_ Yuri's Revenge(tm) (New map) 18_04_2018 21_04_30.png



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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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nicoandreasj
Vehicle Driver


Joined: 22 Mar 2018

PostPosted: Wed Apr 18, 2018 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Chk parameter value. It should be the House you're dealing with.
i have the parameter value set on ''player A'' but it doesnt work (its multyplayer map)

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 18, 2018 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

nicoandreasj wrote:
(its multyplayer map)
Should've said so before asking.
Change the Topic name to (Multiplayer) change house (I think Edit on the first post will do the trick).

And wait for someone with knowledge on multiplayer house changes to pass by.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Apr 19, 2018 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you double click on the buildings and attach the tag to those?

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Apr 19, 2018 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

i tried a few things including event 4 (discovered by player) and event 1 (entered by) with celltags and no luck. im convinced this one cant be done in a skirmish map.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Thu Apr 19, 2018 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have tried things like these in the distant past, and I think I remember something about the "Discovered by Player" event in multiplayer only activating when one of the attached objects was destroyed.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Apr 19, 2018 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agent Z wrote:
"Discovered by Player" event [...] only activating when one of the attached objects was destroyed.
This happened to me when I had a SpySat in SP (for debug). The result was Event 4 completely breaking after that. Even after losing the SpySat.

Destroying attached objects will fire the trigger. (Confirmed for RA2 1.003. Please re-confirm with RA2 1.006 and YR 1.001 (XWIS and non-XWIS))

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Apr 19, 2018 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

can confirm destroying attached building fires trigger in yr V1.001 XWIS

skirmish

Last edited by McPwny on Tue Apr 24, 2018 4:28 am; edited 1 time in total

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Apr 23, 2018 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Destroy is a kind of Discover, law of the jungle #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Apr 24, 2018 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn't that in MP map you don't have a player house so anything related to that simply doesn't work

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 24, 2018 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Isn't that in MP map you don't have a player house so anything related to that simply doesn't work
But what about the co-op missions in YR, then?
They do work, otherwise they'd have been scrapped before release. That, and MO had them too.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 24, 2018 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm interested in this too, I had the crazy idea of making a derelict Soviet outpost or something, with half the vehicles wrecks but some functional tanks you could assume ownership for after capturing the local command center...

Also is it not possible to have 1 trigger for each house so that all houses are covered or no?

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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