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Multi triggers (singleplayer FinalSun)
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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Mar 23, 2004 8:55 am    Post subject:  Multi triggers (singleplayer FinalSun) Reply with quote  Mark this post and the followings unread

I'm trying to get my head around this. I can do the basic one off triggers but doing multiple is a pain in the arse. I'm trying to achieve something like this...

Engineer/Spy infiltrate/capture building - objective complete
Building destroyed - objective failed.

Now I've been looking at westwood maps and the target building often has the lose trigger attached e.g. T.V. Lose.

But this local variable stuff seems to do jack all, I need a more bare bones kinda tutorial #Mad

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Mar 23, 2004 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

The 'lose' trigger is simple, just create a trigger for the player's side, Event = ' Attached building destroyed' (note, not attacked, but attached), and action = 'lose'

Double click on the building at attach the trigger you just created.

The 'win' trigger is done in the same way, but event should be something like 'building infiltrated' (not sure if it exists). While the action is 'win', obviously. This trigger should also be connected to the building, but Finalsun only allows one trigger to be attached, so try to figure that out in the map's ini code. (look at the building's stats).

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Mar 23, 2004 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that was obvious (I already knew that Rolling Eyes)

Also building destroyed is captured aswell......

Local variables are conditions which must be turned on to complete a mission rite?

Maybe the event destroyed by everything (not infiltrate) I attached this to a engineer.

I'm sure it isn't in the ini code..

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Mar 23, 2004 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

you don't need globals/locals

you also shouldn't attach it to the engineer??

Maybe use something with waypoints. (Engineer gets near waypoint beneath conyard.) but ofcourse, conyard shouldn't be destroyed then. So then you'll have to make a trigger that sets a local at the start of the mission, and that local is disabled when the building would be destroyed. You would then need events 1)engineer gets near the waypoint and 2) local is 'on'.

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pft1086
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Joined: 04 Dec 2003

PostPosted: Tue Mar 23, 2004 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is easy. Make your win trigger using event #1. Make your lose trigger using event #48. Attach your winning trigger to the building. Under trigger options, attach your losing trigger to the winning trigger. Tada, you have two triggers attached to the same building.
(If it doesn't work, then attach the winning trigger to the losing trigger instead. I might have gotten mixed up.)

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Allied General
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PostPosted: Wed Mar 24, 2004 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Aww thank god, my question has an answer Laughing does destroyed and captured are different rite?

I added Maybe the event destroyed by everything (not infiltrate) to my engineer so if any of them die its mission failed.

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