Posted: Tue Jun 24, 2008 3:11 am Post subject:
Unit Create/Reinforcement Loop
Subject description: Destroyed Condition Help
Hi,
I created a map that has a trigger set that creates a TRUCKA at a waypoint, sends it through its waypoint loop, and then, once it leaves, using the locals, the trigger creates another truck.
That's all fine and dandy and it works, but I need to create a trigger that ensures that if it is destroyed, a new truck takes its place.
I tried to make a new trigger and attach the trigger that is responsible for making the truck to it, but it crashes the game. What is the appropriate method of ensuring that the truck will spawn again if it is destroyed? QUICK_EDIT
Creates a Civilian Vehicle at a specified waypoint. (for reference, we will use x1, x2, x3...etc. when discussing waypoints.) Once the unit is created, a special local variable is set, and the civilian vehicle is scripted to move along a series of waypoints until it gets to a specific waypoint, where the local variable that was previously set is cleared, which in turn reactivates the reinforcement trigger and starts the process all over again.
Got that?
Well, it works perfectly. The problem I am having is that the trigger only reinforces the civilian vehicle at the waypoint when the local variable controlling it is cleared. If this vehicle is destoryed, thus being prevented from going to the waypoint to clear the local variable, the trigger will not fire again because the local variable will remain set.
Got that?
Is there anything that I can do to ensure that the trigger will always fire, even if the civilian vehicle is destroyed? _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
I like the offer, but I want to know how to do it myself. I'll create a basic map with my trigger, and then you add your stuff in? _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
What I'll do is I'll set it up for you and I'll explain to you how it is done correctly that way you know how to do it yourself for future reference. QUICK_EDIT
Sorry about my late reply. I looked into what you was trying to do and Unfortunately it is not possible to have one unit replace another if its destroyed unless the one unit is already on the map as you have to attach a trigger to the specific unit in order to get it to work, so if you have A Truck off the map and have a way point command to have it move around etc. then yeah, It'll be on the map but you don't see it until the Trigger has fired. Then you have to make another trigger for when the Truck is destroyed which enables another trigger to create a new truck (this one doesn't have to be on the screen). Simple really. QUICK_EDIT
You can't attach a trigger to a unit if that unit doesn't exist on the map without causing problems as far as I know. Last edited by Aro on Fri Jun 27, 2008 1:00 pm; edited 1 time in total QUICK_EDIT
You can't attach a trigger to a unit if that unit doesn't exist on the map...
Aro...I can't believe that you miss this...
You can attach Trigger on reinforcement unit by set that trigger on Tag in team type
This is my trigger that attach to engineer unit that come by reinforcement
After Engineer that reinforcement come if any of them be killed(not capture enemy building). Game will say "Critical Unit Lose" and then activate lose trigger.
Test in game.
_________________
Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
I've never used that tag selection in Team Types before, Its been known to cause errors in multiplayer maps. Though good thinking... Last edited by Aro on Fri Jun 27, 2008 1:01 pm; edited 2 times in total QUICK_EDIT
I always used the team attached to the tag thing, and it was always fun because when i had teams come in off the map just once, it wold some how repeat, so if I had a drop ship come in at 1 second after the game started...every second the same dropship would come with the same type of units...very fun.. QUICK_EDIT
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