Posted: Sat Apr 09, 2011 10:59 pm Post subject:
Multiplayer Mission Questions, feeling a dedicated thread
I figured if I need to keep asking questions why not keep them all together for future reference and to help some poor soul out who has the same trouble.
I am developing a Multiplayer Mission for me and my friends and I was wondering the following.
Question 1: When clicking a unit or structure the HOUSE e.g. america yuri cuba, are these only for Single player missions when starting a new map or can I use these instead of having to use a give attached unit/building to whatever player?
I mean I want to add a objective to destroying cloning vats, but if they have a trigger to be controlled by someone from the start I can't do this.
They are only for single player and will not show up if you add them to a multiplayer map. Also, you can't have a trigger for destruction of the cloning vats if it matters which house destroyed it as Player@X doesn't work for the Destroyed by... event IIRC (does it work for any events at all?). You could have something happen if it was destroyed by anyone though, but it would have to be placed as neutral or special initially. If you want more scope for the Player@X stuff, you might want to vote up the fature requests on the ares bug tracker for them. QUICK_EDIT
They are only for single player and will not show up if you add them to a multiplayer map.
I'm assuming your referring to the structure units placed on map with countries selected on them, this is true, however triggers using countries still works, although it's tricky.
Blade wrote:
Also, you can't have a trigger for destruction of the cloning vats if it matters which house destroyed it as Player@X doesn't work for the Destroyed by... event IIRC (does it work for any events at all?).
I'm pretty sure this is true, however their is a workaround, it's not perfect, it requires using an attached trigger to have the building start belonging to a player and then using a destroyed by anything trigger.
Blade wrote:
You could have something happen if it was destroyed by anyone though, but it would have to be placed as neutral or special initially.
I'm assuming your referring to using an attached trigger. And yes your right.
Blade wrote:
If you want more scope for the Player@X stuff, you might want to vote up the feature requests on the ares bug tracker for them.
If you do so I suggest trying to get support from others first and providing a very good case for such a feature. I too would like such a feature. Although workarounds do exist already. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I mean I want to add a objective to destroying cloning vats, but if they have a trigger to be controlled by someone from the start I can't do this.
You could give the Cloning vats to someone, and use a Techtype does not exist trigger and have it set to cloning vats.
Or you could give the building to the JP house (I mean double click the building, and change house from Civilian to JP), have a trigger that gives all JP stuff to a player, and then use the Destroyed by anything trigger and attach it to the cloning vats. QUICK_EDIT
It doesn't matter who the building belongs to if you want the outcome to be dependant on who destroyed it though, there is no workaround for that unless you mandate that each player picks a certain country at a certain waypoint. Since you can't enforce that in the GUI, its pointless to suggest it as a workaround since it doesn't cover cases where players don't do what they should.
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