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Trigger Events: Power Full / Low Power
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DerxwnaKapsyla
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Joined: 26 Dec 2013
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PostPosted: Sat Jun 14, 2014 7:31 pm    Post subject:  Trigger Events: Power Full / Low Power Reply with quote  Mark this post and the followings unread

So, I'm trying to make an event in my scenario where "When the house has full power, x action happens". I figured I could go about doing this by using the "58 Power Full..." event that's available in the Trigger Editor. To test it, I set the output action to be "20 Play Music Theme=CREDITS".
I've ensured that the house this trigger checks for has low power by the start of the mission, so it doesn't have full power. However, for some reason, whenever I start the mission, it seemingly disregards the Event and goes straight to the Action, automatically playing the Music Theme.
I decided to test the "Low Power..." event to see if it would trigger the Play Music Theme action upon loading the mission. Even more oddly, it didn't work, despite the house having low power. Attached are screenshots of the event page and proof that the house has low power.



b5d9641346[1].png
 Description:
In game House's Power Meter
 Filesize:  302.49 KB
 Viewed:  3725 Time(s)

b5d9641346[1].png



a2e3e4ff53[1].png
 Description:
Page 3 of Trigger
 Filesize:  20.47 KB
 Viewed:  3725 Time(s)

a2e3e4ff53[1].png



ecfde5c743[1].png
 Description:
Page 2 of Trigger
 Filesize:  20.72 KB
 Viewed:  3725 Time(s)

ecfde5c743[1].png



8d729d8a30[1].png
 Description:
Page 1 of Trigger
 Filesize:  20.39 KB
 Viewed:  3725 Time(s)

8d729d8a30[1].png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 14, 2014 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

With "Power Full..." being triggered when low power and "Low Power..." not when low power, do you considered that maybe "Low Power..." fires when on full power?
Maybe the 2 events are mixed up. After all, they are just numbers inside a map and you only see the text because FinalAlert gave them this text (so a human can understand it better). Thus it could be a FinalAlert issue of wrong labeled events.
FinalSun and -Alert are known to have several mistakes, this could be another one.

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DerxwnaKapsyla
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PostPosted: Sat Jun 14, 2014 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually had considered that, which was the other reason I tried "Low Power...". Even when I restored the Power Plants to full power, the event didn't trigger at all. I even just now tested "Low Power..." with the house having over 100% power output right at the mission start, and the event still didn't trigger.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sat Jun 14, 2014 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didn't the YR campaign had a mission using that logic? the one where you had to capture enough PPs to power the time machine?
Maybe you can check it out and look for differences or copy its trigger.

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

PostPosted: Sat Jun 14, 2014 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I learned sometimes triggers that don't work(espesially those that ask for something from the houses in the beginning) can sometimes be fixed by making a extra event with "Time Elapsed"  about 3-5 frames before the event one wants to activate the trigger.

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DerxwnaKapsyla
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Joined: 26 Dec 2013
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PostPosted: Sat Jun 14, 2014 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the end, I got it working via someone else's suggestion: When the House:Pentagon has full power, off the edge of the map a Prism Tower would destroy an an enemy unit. That unit has a tag attached to it which would make the action part of the trigger go off.

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DerxwnaKapsyla
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PostPosted: Sun Jun 15, 2014 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double posting but, in the end it didn't work like I intended. Since I don't like leaving a faulty answer in my own thread and I like explaining how I did stuff (For other people who may want to know how I did it in case they don't know)...
I realized that I needed another part of that objective to handle for the full first objective. The full first objective was to be "Repair all 8 Power Plants and the Communication Center to bring the Pentagon back online". How I handled it was by making repairing each structure set a local variable (similar to how Firestorm's final missions worked with capturing CABAL's Core Stations). The local variables set a local variable related to them (Objective 1A and Objective 1B), and when those were set, they triggered the completion of Objective 1, which would fire the song change (for the debug purposes).

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sun Jun 15, 2014 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, alternatively, you can also do that when the House Pentagon has no units left on the battlefield, it will also fire the trigger as well too. You can replace it for When House has full power.

I.e all of your engineers entered the power plants and all of the power are restored. Now you have no engineers on battlefield (0 units), the trigger who checks if house have no units will fire the trigger and start the event.

Try that. Might not be the best solution, but it will work exactly the way you want it to be.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Sun Jun 15, 2014 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Didn't the YR campaign had a mission using that logic? the one where you had to capture enough PPs to power the time machine?
Maybe you can check it out and look for differences or copy its trigger.


That's triggered by capturing PPs, not by how much power you have IIRC.

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DerxwnaKapsyla
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PostPosted: Sun Jun 15, 2014 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure I checked over Sov01 for Yuri's Revenge, and I saw a Full Power event command, so I believe it does make use of it.

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Agent Z
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PostPosted: Mon Jun 16, 2014 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

That one gets activated much later ingame, so it should work.
The reason I THINK it does not work at the very beginning is because the trigger activates immidiately, before the power can go low(maybe at the first frames of a map the power is always full, no matter what).
That is why I think adding a extra event to add some frame delay would fix it, because the game gets time to count the power as "low" before the trigger starts looking for this.
This also often fixes some issues with events that looks for if something exists on a map or not, some frame delay to make sure the trigger "sees" all units.

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RP
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PostPosted: Mon Jun 16, 2014 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

It does work, it always did.
Maybe the problem isn't in the trigger, but your setup.
You showed me your Houses yesterday and it looked pretty messed up. Try it with vanilla YR, it should work there.

I've used this event in more than 20 triggers and they all work #Tongue

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