Posted: Sat Jun 14, 2014 7:31 pm Post subject:
Trigger Events: Power Full / Low Power
So, I'm trying to make an event in my scenario where "When the house has full power, x action happens". I figured I could go about doing this by using the "58 Power Full..." event that's available in the Trigger Editor. To test it, I set the output action to be "20 Play Music Theme=CREDITS".
I've ensured that the house this trigger checks for has low power by the start of the mission, so it doesn't have full power. However, for some reason, whenever I start the mission, it seemingly disregards the Event and goes straight to the Action, automatically playing the Music Theme.
I decided to test the "Low Power..." event to see if it would trigger the Play Music Theme action upon loading the mission. Even more oddly, it didn't work, despite the house having low power. Attached are screenshots of the event page and proof that the house has low power.
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In game House's Power Meter
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Page 3 of Trigger
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Page 2 of Trigger
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Page 1 of Trigger
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_________________ STAY-AT-HOME BATTLE-ROOM UNCLE
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With "Power Full..." being triggered when low power and "Low Power..." not when low power, do you considered that maybe "Low Power..." fires when on full power?
Maybe the 2 events are mixed up. After all, they are just numbers inside a map and you only see the text because FinalAlert gave them this text (so a human can understand it better). Thus it could be a FinalAlert issue of wrong labeled events.
FinalSun and -Alert are known to have several mistakes, this could be another one. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I actually had considered that, which was the other reason I tried "Low Power...". Even when I restored the Power Plants to full power, the event didn't trigger at all. I even just now tested "Low Power..." with the house having over 100% power output right at the mission start, and the event still didn't trigger. _________________ STAY-AT-HOME BATTLE-ROOM UNCLE
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Didn't the YR campaign had a mission using that logic? the one where you had to capture enough PPs to power the time machine?
Maybe you can check it out and look for differences or copy its trigger. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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Posted: Sat Jun 14, 2014 9:07 pm Post subject:
From what I learned sometimes triggers that don't work(espesially those that ask for something from the houses in the beginning) can sometimes be fixed by making a extra event with "Time Elapsed" about 3-5 frames before the event one wants to activate the trigger. QUICK_EDIT
In the end, I got it working via someone else's suggestion: When the House:Pentagon has full power, off the edge of the map a Prism Tower would destroy an an enemy unit. That unit has a tag attached to it which would make the action part of the trigger go off. _________________ STAY-AT-HOME BATTLE-ROOM UNCLE
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Double posting but, in the end it didn't work like I intended. Since I don't like leaving a faulty answer in my own thread and I like explaining how I did stuff (For other people who may want to know how I did it in case they don't know)...
I realized that I needed another part of that objective to handle for the full first objective. The full first objective was to be "Repair all 8 Power Plants and the Communication Center to bring the Pentagon back online". How I handled it was by making repairing each structure set a local variable (similar to how Firestorm's final missions worked with capturing CABAL's Core Stations). The local variables set a local variable related to them (Objective 1A and Objective 1B), and when those were set, they triggered the completion of Objective 1, which would fire the song change (for the debug purposes). _________________ STAY-AT-HOME BATTLE-ROOM UNCLE
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Posted: Sun Jun 15, 2014 4:47 pm Post subject:
Well, alternatively, you can also do that when the House Pentagon has no units left on the battlefield, it will also fire the trigger as well too. You can replace it for When House has full power.
I.e all of your engineers entered the power plants and all of the power are restored. Now you have no engineers on battlefield (0 units), the trigger who checks if house have no units will fire the trigger and start the event.
Try that. Might not be the best solution, but it will work exactly the way you want it to be. _________________ Mod Leader and founder of World Domination
Didn't the YR campaign had a mission using that logic? the one where you had to capture enough PPs to power the time machine?
Maybe you can check it out and look for differences or copy its trigger.
That's triggered by capturing PPs, not by how much power you have IIRC. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
I'm pretty sure I checked over Sov01 for Yuri's Revenge, and I saw a Full Power event command, so I believe it does make use of it. _________________ STAY-AT-HOME BATTLE-ROOM UNCLE
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Posted: Mon Jun 16, 2014 9:37 am Post subject:
That one gets activated much later ingame, so it should work.
The reason I THINK it does not work at the very beginning is because the trigger activates immidiately, before the power can go low(maybe at the first frames of a map the power is always full, no matter what).
That is why I think adding a extra event to add some frame delay would fix it, because the game gets time to count the power as "low" before the trigger starts looking for this.
This also often fixes some issues with events that looks for if something exists on a map or not, some frame delay to make sure the trigger "sees" all units. QUICK_EDIT
It does work, it always did.
Maybe the problem isn't in the trigger, but your setup.
You showed me your Houses yesterday and it looked pretty messed up. Try it with vanilla YR, it should work there.
I've used this event in more than 20 triggers and they all work _________________
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