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Slyke
09-25-2007, 07:37 AM
Hey guys!
I'm creating a 4 player map with FinalSun V1.01 and i'm wondering...

How would it be possible that if a human or AI of any country engineer goes into a building (Lets say a Communication Center) it will trigger an oil derrick, Gap Generator and a Tech Airport to be owned by that player (or AI).

Oh by the way, there's going to be at least 4 of these on the map. (So Player/AI1 Captures Communication Center1 & that player/AI will own oil derrick1, Gap Generator1 & Tech Airport1, Player/AI2 will capture Communication Center2, etc etc.)

I understand that i'm going to have to apply tags to their buildings. But i don't understand what i should do in the Triggers part of ithttp://forums.filefront.com/images/smilies/confusedx.gif. Is all new for me. I've checked out the tutorial and decided that i DON'T understand how to do it.

It doesn't matter who captures the communication center, just as long as the buildings that are associated with it get owned by that person/AI.

Blade
09-25-2007, 09:11 AM
I'm sick of seeing this question, why doesn't anyone ever search through the previous threads since this comes up so often. YOU CANNOT DO THIS! It is impossible to set a trigger event to detect who did something. You can make neutral buildings go to one of the players, but you cannot tell if a given player was the one who did soemthing in order to know who to give them to!

Slyke
09-25-2007, 09:45 AM
I'm sick of seeing this question, why doesn't anyone ever search through the previous threads since this comes up so often. YOU CANNOT DO THIS! It is impossible to set a trigger event to detect who did something. You can make neutral buildings go to one of the players, but you cannot tell if a given player was the one who did soemthing in order to know who to give them to!


Hmmm.... well spose it's ok if each player/AI is assigned their own place. Just when an engineer enters in an enemy's place... does that engineer just dispear & the buildings will belong to the player that was originally there (not the engineer's side)? And how can i start to set this up?

FlyingZ
09-25-2007, 10:59 PM
Actions can use player @ X
Events can only use houses

Slyke
09-26-2007, 01:30 AM
Actions can use player @ X
Events can only use houses

I don't understand?


Any help with this would be appreciated...

I know that it is possile, i've seen it before with a map & i've made a map that after 1 second of lapse time, certain buildings belong to certain players.

It was sooooo long ago i can't remember, so please help me.

Condemer
09-27-2007, 09:18 PM
well i dont know how to make all the building's with #1 with them , but if ur talking on how to make a unit or building then this is how u do it:

Open Fa2
Click Edit > Trigger Editor
Name it something like units become player's units
Events > 4 Discovered by player
Action > 14 Change House ... and use the house numbers to select what country they come apart of !

Blade
10-14-2007, 06:04 AM
Event 4 can't have the multiplayer side as a parameter, so it can't tell who found it. You could have it that when it is discovered by anyone, it then goes to the player at a specific waypoint but that might be considered unfair depending on how it was done. Best way is with a time elapsed trigger giving each side whatever it is you want them to have. Change Side needs to have <Player@X> set where X is between A and H to specify player at waypoint 0-7.

Team Black
10-14-2007, 11:34 AM
In multiplayer games, you can give stuff to players on a very limited basis.
giving something to the Nod or GDI house gives it to players...

the GDI house is a GDI player with the highest color in the color list
1 gold
2 red
3 blue
4 green
5 orange
6 sky blue
7 purple
8 pink

if there are units belonging to the GDI house, but no GDI players, the game will crash

The same goes for the Nod house.. the Nod player with the highest color on the list. If there aren't any Nod players with nod house units on the map, it'll crash the game.

This could work excellent with 2 player Nod vs. GDI maps, or on "start in the middle" matches with GDI and Nod hoses as power players on both sides of the map.. other than that,, it'll be kind of unfair.

Blade
10-25-2007, 06:39 AM
It would work well, apart from the fact there is no way to enforce a certain player being a certain side so you can't really design a map that you know will break if the players don;t make specific choices and release it as a public map IMO. It would be much better if the engine could enforce these thigns for you or better still, just have Player@X work for everything.

Team Black
10-25-2007, 12:17 PM
Well on multiplayer games, people are pretty compliant when it comes to following directions, and even if they can't then kick them from the room :)

apple23
11-02-2007, 07:14 PM
here i'll see what i can do.

1. make a trigger.
2. Enter event 48 (i think; could be 38, look for the one that says "destroyed by anything"(and capture counts))
3. Make the action enable a new trigger
4. make a new trigger
5. set this new trigger to disabled in the checkbox
6. enter event 8 ("any event")
7. enter action 14, parameter "player @_"
8. Tag any nessecary buildings; tag the comm center with the first trigger and everything else with the 2nd. This should do it

Make sure that trigger A enables trigger B

Cheers!