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Mission timer problem
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Okapis Rule
Medic


Joined: 14 Dec 2009
Location: My map "Eiffel Island"

PostPosted: Thu Jul 15, 2010 6:39 pm    Post subject:  Mission timer problem
Subject description: The mission timer expired event will not work
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On my map, I made it so that when you destroy a certain building, a timer for 60 seconds will be created. Then, when that is done, a nuke will be launched at each base. I had previously just had the nukes go as soon as the building was destroyed, which worked fine. The timer is set when I destroy the building, and it counts down to zero, but nothing happens once it gets there. My second trigger that is supposed to set off the nukes has the event, "mission timer expired" and the actions of the nukes going off and EVA saying nuclear missile launched. None of these actions work, so I'm assuming that the fault is in the event of the second trigger. Anyone know what's wrong?



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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Jul 15, 2010 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everytime i try and look at your map it tells me it is corrupt.... However from what i looked at, your trigger naming conventions look messy.

Whenever you use a mission timer expired event, the trigger it is on should be disabled and then enabled after the timer has started, otherwise it will fire right off the bat or not at all.

Trigger lowdown...

Destroy flag cheer
Okay so this trigger plays a cheer whenever a flag is destroyed....

Easter Island death nuke
When building is destroyed it launches some nukes and make you look somewhere.

Game start trigger
Civilian vehicle reinforcements at game start.

Liberty nuke go
Okay this launches nukes the moment there are no timers on screen. This has been done wrong, good try though.

Liberty nuke set
Okay this triggers when something is destroyed, then it plays music and starts a timer. If this is suppose to have the nukes follow suit, you should have had "Liberty nuke go" disabled and then had this enable a trigger, that is also disabled with an event of elapsed time 5 with an action of enabling "Liberty nuke go".

Mind swap action
Okay so i see this trigger is missing an event. It has an attached trigger, but it does not have repeating set. and is suppose to change an objects house to player a's.

Mind swap cause
first thing, this thing is missing an action. Second its the second part of the "mind swap action" trigger. It missing repeating on it, and its event only works if a player playing as America enters the structure.

Refinery taken
Okay this one's event is screwed up, it provides reinforcements, and also sets a 10 second timer...

T Rex death nuke
When some unit is attacked, it launches a nuke...

Timer done
When the mission timer hits zero it wakes all sleepers......

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Okapis Rule
Medic


Joined: 14 Dec 2009
Location: My map "Eiffel Island"

PostPosted: Thu Jul 15, 2010 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I added a tunnel expansion pack, so you may not be able to load it because it has parts that aren't normally in the game. I'll try disabling the trigger.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jul 15, 2010 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you attach the nuke trigger to the timer trigger?

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Okapis Rule
Medic


Joined: 14 Dec 2009
Location: My map "Eiffel Island"

PostPosted: Fri Jul 16, 2010 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I messed around with it some to no avail, then I eventually decided that I would just make the five second timer 60 seconds instead, and the countdown would not directly affect the launch. This worked, so I'm satisfied. Thanks for the help!

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