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How Entered by works here.
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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Mar 11, 2016 6:01 pm    Post subject:  How Entered by works here. Reply with quote  Mark this post and the followings unread

So, i made a multiplayer map where you must capture a battle lab to win.
but when someone capture it , nothing happens


Trigger:

1 - BattleLab is entered
NOT ATTACHED TO ANYTHING

5 Events : Entered by Player A + B + C + D + E
Action : Enable BattleLab Captured

2 - BattleLab Captured [Disabled]
NOT ATTACHED TO ANYTHING

Event : Elapsed time = 5
Action : Enable Win

3 - Win [Disabled]
NOT ATTACHED TO ANYTHING

Event : Elapsed time = 5
Action : Announce win

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Fri Mar 11, 2016 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

1st. You need to use Winner Is not Announce Win and Enable Win

2nd. You need seperate triggers for each player.

3rd. You need to attach Building (Battle Lab) to Player A's Trigger's Tag. Player A's Trigger to Player B's, Player B's to Player C's Player C's to Player D's and like that. Player A's Trigger shouldn't be attached to anything else.

_________________
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Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Mar 11, 2016 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

So , its like this?

Triggers :

1-BattleLab Entered by A
Attached to B
Event : Entered by A
Action Enable win

2-BattleLab Entered by B
Attached to C
Event : Entered by B
Action Enable win

3-BattleLab Entered by C
Attached to D
Event : Entered by C
Action Enable win

4-BattleLab Entered by D
Attached to E
Event : Entered by D
Action Enable win

5-BattleLab Entered by E
Attached to F
Event : Entered by E
Action Enable win

6-BattleLab Entered by F
Attached to ??????? <---
Event : Entered by F
Action Enable win

+ BattleLab Is Attached to BattleLab Entered by A

Like this , it crashed.

Last edited by Jetzo2 on Fri Mar 11, 2016 6:46 pm; edited 1 time in total

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Fri Mar 11, 2016 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Almost, You should use Winner Is which is 1st action on list with the Player you want to win, not Enable Win.

If this won't work in this way try leave Player A's Attached empty, Attack B to A, C to B, D to C, E to D and F to E.

_________________
CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

Last edited by MustaphaTR on Fri Mar 11, 2016 6:49 pm; edited 1 time in total

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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Mar 11, 2016 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

1st : it crashed

2nd : What if i want to wait 5 seconds then win

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Mar 11, 2016 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't use Player @ X in multiplayer for Events.
At least, not without Ares.
Besides that, the Event "Entered by..." must be attached to the Battle Lab.
How else does the game know what has to be entered?

You can however use House index -1, this makes it listen for any player that enters.
However, I would test if "Enable win" is a valid Action to use in MP.
You can always use a different way, like "Force end" or something.

If you want to have a delay before it checks whether the Lab is entered, make sure you put the delay before the enter check.
IIRC Events are tested in an order Event 0, Event 1, etc.
So if you want to make it start checking for entering after 5 sec, put the Event before it.

Last edited by RP on Fri Mar 11, 2016 6:57 pm; edited 1 time in total

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Fri Mar 11, 2016 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you want it to wait add Elapsed time of 5 to each trigger's Event list. This timer is counted after all other events happened so it will wait 5 seconds after Other teams engineer is entered.

Note: Spies also can trigger Entered By.

As RP said events wont work with Player X without Ares. Actions do AFAIK.

RP wrote:
Besides that, the Event "Entered by..." must be attached to the Battle Lab.
How else does the game know what has to be entered?


Attaching triggers to each other also attaches the building to each trigger but not sure which way, to or from.

_________________
CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Mar 11, 2016 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make a seperate trigger with event #1 (I think. It should be elapsed time) with the perimeter set to 5. The trigger is disabled, but enabled when one of the Lab triggers fires. The actions have to be same as the original
Also, when reporting crashes:
a)EIP needed
b)What you did to cause the crash

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Mar 11, 2016 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

its a 6 player vs 2 AI's


the 2 AI's have a battlelab

if 1 of the 6 players enter it with engineer! [i might disable spy then]... then they all win , thats how i want it to be.

is there like a event similar to enter by?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Mar 11, 2016 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

'Building exists' could be something...

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Fri Mar 11, 2016 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I misunderstand u than no need to seperate triggers.

Use entered by -1. As AI Can't capture their own battle Lab should be no problem. You may use Loser is (One of the AIs) this should make all the players win.

_________________
CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

Last edited by MustaphaTR on Fri Mar 11, 2016 7:04 pm; edited 3 times in total

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Mar 11, 2016 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
Attaching triggers to each other also attaches the building to each trigger but not sure which way, to or from.


Correct. But the trigger that has another attached must have its tag attached to the Lab, all other triggers should not have their own tag.

@TAK02:
"Building exists" works by Trigger owner to test if it has the building, which isn't a good idea to use in MP.

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Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

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Jetzo2
Vehicle Drone


Joined: 02 Dec 2015

PostPosted: Fri Mar 11, 2016 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use entered by -1 <--- Thanks all Smile

But what if the building is already attached to be owned by player H
Make it entered by a reinforcement engineer?

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