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 Forum index » Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
[SOLVED] Trigger problem
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wiwimax
Vehicle Drone


Joined: 13 Dec 2016

PostPosted: Tue Aug 25, 2020 7:29 pm    Post subject:  [SOLVED] Trigger problem
Subject description: Multiple triggers on one building; all players variable
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I've trigger "StolenSpySat" attached to the building,

Event type: #1 Entered by...
Parameter value: 4475 <Player @ A>

Action 0
# 16 Reveal all map

And when I am playing as Player 1 everything works, but I want this logic to work for all other players / player's locations on the skirmish map, but there is possible only one attached trigger per a building/structure, any solution?

Btw, Event type # 59 mentions a variable:
"Triggers when unit, infantry, or aircraft move over this cell. <THEM = House of entering unit>"

but this doesn't work too.

Last edited by wiwimax on Thu Aug 27, 2020 5:05 pm; edited 1 time in total

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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Wed Aug 26, 2020 12:03 am    Post subject: Reply with quote

Why not just stick SpySat=yes on the building?
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wiwimax
Vehicle Drone


Joined: 13 Dec 2016

PostPosted: Wed Aug 26, 2020 4:50 am    Post subject: Reply with quote

MRMIdAS wrote:
Why not just stick SpySat=yes on the building?
Because than engineer will be needed, the building when get captured will be re-mapped, or at least on the map will have the color of the owner of the engineer, and I want just the spysat feature, and no one else to know that someone else interact anyhow with the building.

Unfortunately when the building is neutral i.e. is not owned by some active house/player these tags don't working on the building:
SpyEffect.Custom=yes
SpyEffect.RevealRadar=yes
SpyEffect.KeepRadar=yes

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Wed Aug 26, 2020 5:16 am    Post subject: Reply with quote

Multiple triggers can be linked with all having same Tag associated with a building, if that is what you wanted to know.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Aug 26, 2020 7:25 am    Post subject: Reply with quote

Is this with Ares?
If not, events do not support Player @ X logic.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Aug 26, 2020 9:04 am    Post subject: Reply with quote

All you need is the trigger to do a change house script upon entry if the building already has SpySat=yes...?

Is this a coop mission where you can have multiple players capture it or what?
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Aug 26, 2020 9:22 am    Post subject: Reply with quote

G-E wrote:
All you need is the trigger to do a change house script upon entry if the building already has SpySat=yes...?

Is this a coop mission where you can have multiple players capture it or what?


If that is the case and the Ai never does, then you can use -1.
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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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wiwimax
Vehicle Drone


Joined: 13 Dec 2016

PostPosted: Wed Aug 26, 2020 5:15 pm    Post subject: Reply with quote

E1 Elite wrote:
Multiple triggers can be linked with all having same Tag associated with a building, if that is what you wanted to know.

That is what is needed, can you please explain in details?



RP wrote:
Is this with Ares?
If not, events do not support Player @ X logic.

It is with Ares, but where this can be found in the Ares Documentation?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Aug 26, 2020 9:31 pm    Post subject: Reply with quote

RP wrote:
G-E wrote:
All you need is the trigger to do a change house script upon entry if the building already has SpySat=yes...?

Is this a coop mission where you can have multiple players capture it or what?

If that is the case and the Ai never does, then you can use -1.

If the building is Civilian you can just leave it capturable like a normal skirmish map, it's when you start getting into custom owners that you need the change house trigger in my experience. Of course all the missions I've worked on would only have one player try to capture existing structures, so player location would be irrelevant.
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wiwimax
Vehicle Drone


Joined: 13 Dec 2016

PostPosted: Wed Aug 26, 2020 10:09 pm    Post subject: Reply with quote

G-E wrote:
RP wrote:
G-E wrote:
All you need is the trigger to do a change house script upon entry if the building already has SpySat=yes...?

Is this a coop mission where you can have multiple players capture it or what?

If that is the case and the Ai never does, then you can use -1.

If the building is Civilian you can just leave it capturable like a normal skirmish map, it's when you start getting into custom owners that you need the change house trigger in my experience. Of course all the missions I've worked on would only have one player try to capture existing structures, so player location would be irrelevant.


It is not actually a real coop mission it is just simple normal Skirmish map, map that can be played online/lan too, but there is no any actual defined enemy (ai) that all other players would have to destroy it. The players (human or ai) would attack each other like on any other multiplayer map.

I need anyone that will put a spy into the building to get the spysat without actually to own the building.

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Thu Aug 27, 2020 1:56 am    Post subject: Reply with quote

Tutorial - https://ppmforums.com/topic-36348/how-to-attach-triggers-to-triggers/

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wiwimax
Vehicle Drone


Joined: 13 Dec 2016

PostPosted: Thu Aug 27, 2020 5:04 pm    Post subject: Reply with quote


Thank you very much, now everything works perfectly.

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