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Final alert 2 Attach trigger to another trigger
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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Wed Jun 15, 2016 12:07 pm    Post subject:  Final alert 2 Attach trigger to another trigger
Subject description: what does it actually mean?
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In final alert 2 , i get what happens when u attach a trigger to a building.

But when u open new trigger u notice there is attach trigger option there.
Makes u attach the trigger with another trigger

What is that? I really dont understand that.
Could someone explain it to me? maybe with an example, that would be amazing!



Question [out of topic] : Can we use Cells in multiplayer?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jun 16, 2016 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread


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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Thu Jun 16, 2016 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well , i want to ask something about celltags. in multiplayer

So i made a trigger that will make a *Civilian nuke* Build after 3 min

And another trigger that will Change house to E after 1 second [DISABLED] [Attached to CELL at the position of the nuke when it is built]

Once the Civilian Nuke is built It will enable the Change house E and own the Nuke of the civilian

Is that right? Because its not working.


*Now the main question is : Can you own a building by using celltags?*

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 16, 2016 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Celltags are only for a cell, they have no connection at all to the object that is placed or standin on that cell.
They are only useful for things like "check if a unit moves on/over this cell".

For a building you have to attach the trigger directly to that building.
afaik, you can't build a building via a trigger in multiplayer. This only works with the base section in singleplayer maps and you need an AI with a conyard that is building this for you.

If you want a building to spawn (build) out of nothing on a certain point, you can add a dummy unit to the map, which deploys into the building.
Then spawn via a trigger (Reinforcements at Waypoint) that unit on a certain waypoint and tell the unit via its script to immediately deploy. For the player it will look like the building is created out of nothing.
Though you will then have a hard time again to get a trigger connected to that newly created building. Afaik there is no way to get that done.

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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Thu Jun 16, 2016 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats the problem, you cant attach a building that is about to be built, by using create building at Action.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Jun 16, 2016 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

True. You can't. There is no way to check this. Only prebuilt structures can be checked.

You could work with locals and set one or enable a trigger when the building is built.
Enable the trigger that tests whether the building does not exists for 'Civilian'. If it doesn't -> do whatever you like.

That is the only way AFAIK.

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