Posted: Mon Nov 18, 2013 9:28 pm Post subject:
Destroying a group of buildings to fire a trigger
Hi all, I'm looking for some help with a brick wall I've hit. I want to set up a trigger(s) so that after I've destroyed 4 power plants, a group of obelisks explode. I've tried myself but the only way I can get it to work is using
48 Destroyed by anything > 32 Destroy attached building and attaching it to both the power plants and obelisks, but once I destroy one power plant both the remaining power plants and obelisks explode.
I had a look at the original missions and one of the closest things I could find to what I want is the GDI mission where you destroy Vegas dam. You have to destroy both the regulator stations before the dam will explode. I can't make sense of it though.
Any help would be much apriciated, thanks QUICK_EDIT
Trigger 1: "Power destroyed"
Type: 1 (FinalSun offers only 0 and 2, you have to type 1 yourself, which means an AND relation)
Event: destroyed by anything
Action: enable Trigger "Kill Obelisks"
Trigger 2: "Kill Obelisks"
Type: 0 (do it only once)
Disable this trigger
Event: Any Event
Action: destroy attached building (Though i would suggest using "61 turn off building" instead)
now attach to the powerplants Trigger 1 and to the obelisks Trigger 2
Trigger 2 is disabled and once all powerplants that have Trigger 1 attached are destroyed, Trigger 2 will be enabled which in turn destroys any attached obelisk _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Nov 18, 2013 10:01 pm Post subject:
You can also set a local per power plant destroyed, then make a trigger when all the locals are set, it'll destroy the attached building.
The best way to learn is usually by referencing a westwood map _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Mon Nov 18, 2013 10:12 pm Post subject:
Well, im not a ts mapper, but in firestorm they used it on the "assasinate tratos" mission.
I think you could give the powerplants and obelisks to another house named "nod2" or anything, and make them allied to the normal nod. Then using "building does not exist" and nod2 own the trigger, then give it whatever action needed. The second nod house could have same colour as normal nod, which would make them look like same house ingame.
OR attach the 4 powerplants to a trigger, which has attached object destroyed, then action -> enable trigger (or set a local) which has the obelisks attached, and some action which make them sell or destroy object.
But as said, im more of a ra2 mapper.
Now, all that said, your mistake is that you attached both the powerplants and obelisk to the same trigger. Now if 1 of the obelisk or powerplants are destroyed, all will explode. So using the second way above should work.
Description:
1. Powerplants attached to trigger A.
2. Trigger A got event "destroyed by anything" or any other that has simlar function. Action either "set local" X or enable trigger B.
3. Trigger B has event either "local is set" (if you use set local at action) or if you choose enable trigger, then make the cilck the "disabled" option on trigger B and a "any event" or "elapsed time" Y.
4. Now trigger B has obelisks attached, and a action that either say "destroy attached building" or any other that does the same.
Now when the powerplants are destroyed, the obelisk should get destroyed.
At least they would in ra2, but I guess finalalert and finalsun are pretty simlar.
EDIT: Seems like LKO and TeamBlack were faster than me...
I write so slowly... Last edited by Agent Z on Mon Nov 18, 2013 10:17 pm; edited 1 time in total QUICK_EDIT
Type 0: use OR relation (if several objects have the trigger attached and only one of them fulfills the Event, then this trigger fires)
Type 1: use AND relation (if several objects have the trigger attached and all of them fulfill the Event, then this trigger fires)
Type 2: OR relation, repeating (if several objects have the trigger attached, it fires every time if one of them fulfills the Event)
Type 3: AND relation, repeating (i never tested it, but it might work and would be the logical next step) _________________ SHP Artist of Twisted Insurrection: Nod buildings
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum