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Units that change house in skirmish (Tiberian Sun)
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Carnildohtar
Civilian


Joined: 08 Dec 2025

PostPosted: Mon Dec 08, 2025 1:33 pm    Post subject:  Units that change house in skirmish (Tiberian Sun)
Subject description: what is wrong?
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Greeting to everyone, Looking extensively at the forum, I see most of the topics are quite old, so I hope it is live enough to support my request.

I know this argument has been treated but i do not what it is wrong.
-> I use the Warzone Mod and the World Altering Editor for creating maps.

So, i try to be as clearer as i can, since my english is very rusty.

--> Objective: I want to create a skirmish map, with an abandoned base and a unit that does not belong to anyone that goes to the player who destroy two defence buildings. <--

To put it simple and clear:
Buildings to destroy: laser turret and gate
Reward unit: Mammoth Mk II


I found this procedure on the web, the trigger logic seems linear and fine, but when i test the map it is not working.


---> Procedure:

-> STEP 1
Create Trigger
- Name: Laser destroyed
- Event: 48: Destroyed by anything
- Action: 56: Local is set (I created the Local "Laser destroyed", valued 0)

> I attached the trigger to the laser turret


-> STEP 2
Create Trigger (disabled)
- Name: change house 1
- Event: 36: Local is set ("Laser destroyed")
             36: Local is set ("Gate destroyed" - see STEP 3)
- Action: 14: Change house (picked "Spawn 1)

> I attached the trigger to the Mammoth Mk II

- I cloned the trigger for every spawn point (5 in total) editing the action to "spawn 2", "spawn 3", ...), and changed the name to "change house 2", "change house 3", ...

> I Attached "Change house 1" to the trigger "Change house 2"; I attached "Change house 2" to "Change house 3", and so on until i finished attaching "Change house 4" to "Change house 5" that is the last one.


-> STEP 3
Create Trigger
- Name: decide house 1
- Event: 44: Attacked by house (and selected "Spawn 1")
- Action: 53: Enable trigger ("Change house 1")
              56: Local is set (I created the Local "Gate destroyed")

> I attached the trigger to the gate

- I cloned the trigger for every spawn point (5 in total) editing the Event to "spawn 2", "spawn 3", ...), and changed the corresponding spawn point in the enabling trigger action

> I Attached "decide house 1" to the trigger "decide house 2"; I attached "decidehouse 2" to "decide house 3", and so on until i finished attaching "decide house 4" to "decidehouse 5" that is the last one.

> I attached the trigger "decide house 1" to the gate.



In this logic, the destruction of the laser turret set the first local, and the destruction of the gate set the second local and trigger the event corresponding to the spawn point that attacked the gate, giving to him the Mammoth MK. II.


BUT, but... when i tried it on the map this procedure doesn't work, the mammoth reain neutral, or special... and does not change house. Did i take some wrong step, or did I misunderstood the logic behind these trigger sequence?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Dec 09, 2025 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried your approach but it didn't work. I have very little experience with spawn houses though. May be try simple case first like with only 1 building. And if change house doesn't work for spawn houses then try enabling a trigger that gives reinforcement team.

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Carnildohtar
Civilian


Joined: 08 Dec 2025

PostPosted: Thu Dec 11, 2025 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

First i have tried with only one spawn house, and it worked.

I have put only one trigger for example for spawn 3 (not the attached triggers for every spawn). And if i am spawn 3 it works.

My idea was: an abandoned neutral outpost, with some bonus unit that goes as a reward for the player who destroy the base's remaining defences, whoever it is that player.

I have found the way for a specific player to activate the trigger, but i cannot understand how to extend this to any player...

Some very old post state that in skirmish map this is not possible, and this procedure seemed a workaround...  Crying or Very sad

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Dec 12, 2025 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

In this case there are 2 sets of chained triggers. There is a parent-child relationship on those and usually we delete the tags of child triggers using a text editor. The tag property of once/repeat (volatile/persistent) which could affect disabling and enabling triggers.

Also text triggers as part of the trigger action could be used to debug until where it succeeds and fails.

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Carnildohtar
Civilian


Joined: 08 Dec 2025

PostPosted: Fri Dec 12, 2025 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since in the world altering editor I haven't found a tag editing tool, the manual editing is the only option.

Since now i avoided to manually edit the map in a text editor, since it is quite tricky to me, but I have no choice to learn, pay attention, and try the manual surgical operation.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Dec 13, 2025 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Child tag deletion is not necessary in your case. And WAE should be showing the tag property of once/repeat in trigger window itself. And try with text trigger action (11) to find where it fails.

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