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Double condition trigger - [Solved]
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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Tue May 12, 2026 7:13 pm    Post subject:  Double condition trigger - [Solved] Reply with quote  Mark this post and the followings unread

I'm attempting to make a trigger to activate when 2 conditions are met (2 bases destroyed), but due to the linearity of events and triggers it does not seem possible.

Currently I've used trigger 1 to enable trigger 2, but that will not signal if base 2 is already destroyed when you destroy base 1.

Also, action 15 (allow win) does not seem to do anything or at least I can't make it work in testing.

So is there a way to trigger something when 2 previous conditions are both met in a random order ?

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Last edited by Overmind on Thu May 21, 2026 11:39 am; edited 1 time in total

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Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Thu May 14, 2026 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I found solutions for this one.

Case 1: multiple condition-events can be used.
Adding all the events that need to happen in order to trigger the actions does work in a cumulative manner, so a single event will not break the activation.

Case 2: when you cannot use multiple events due to house ownership restrain.
Tris was more tricky, but it eventually worked.
Let's say you are house Yuri and you need to trigger something when certain conditions of house America and house Russia are met. Here's how it's done:

1. Create in the rules.ini a fake invisible invulnerable insignificant structure (1x1 in size) to have it as placeholder. I used a derivation of my original land mine as prop.
2. Create a waypoint in an area of the map you don't need much (it will take 1x1 anyway).
3. Setup separate trigger for house America and house Russia. To their other actions, add action "125 create building" and select the above created one with the waypoint created already.
4. Create the new final trigger that covers both events. As event/condition for the trigger, use "60 - tech type exists" and set it to 2 (or more if you have more houses that fit into the final condition).

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Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

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Ousagi
AA Infantry


Joined: 02 Nov 2022

PostPosted: Yesterday, at 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know you already considered this solved but you could use local variables:
    1. Create 2 local variables in Edit->Local Variables for Allies_Destroyed and Soviet_Destroyed, then set both to 0/Clear.

    2. Then have a new trigger that will trigger when Event 11 Destroyed, All... for America is met,
    and the Action 56 Local Set... will set Allies_Destroyed to 1. Clone this for Russia and change the value in event and action.

    3. Then the last trigger would be is to check if both local variables are set with Event 36 Local is set...
    Add 2 Event 36 for each of the local variables, then put Action 1 Winner is... set to Yuri
This is better in case you need to have to use this again and not have to add new buildings just for checking.
This will work if either of the bases are first destroyed.

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