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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Fri Jun 11, 2004 5:32 am Post subject: Repeating Triggers |
Is it possible to make a trigger that repeats itself over and over?
Example: Unit group 1 spawns after 60 seconds elapsed game time
Respawns after 120 seconds
Respawns after 180 seconds
I know you can do this with multiple triggers, and can also use the "wait" effect for a delay, but can you just make one trigger, one condition, one effect, repeat forever?
Also, is there a way to "disable" a trigger?
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dws90
Very Active User

Joined: 03 Mar 2004 Posts: 118
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Posted: Fri Jun 11, 2004 7:18 am |
You can do something like this:
Spawn Unit Group 1 every 60 seconds
Preserve Trigger
That would spawn Group One every 60 second.
For what you seem to want to do:
Spawn Unit Group 1 Elapsed Time 60
Wait 60 seconds
Spawn Unit Group 1
Wait 60 Second
Spawn Unit Group 1
As for disabling triggers if you mean set them so they won't go off, the easiest way is with switches.
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PhillipEarl
Mega-Poster

Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC
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Posted: Fri Jun 11, 2004 7:45 am Post subject: Re: Repeating Triggers |
UGMC wrote: Is it possible to make a trigger that repeats itself over and over?
Example: Unit group 1 spawns after 60 seconds elapsed game time
Respawns after 120 seconds
Respawns after 180 seconds
Create a mission loaded trigger for the appropriate side (or use the one you already have) - in actions select "Wait" and fill in 60 seconds. Do so again for 120 and 180 seconds, respectively.
Also, you might want to make sure you have the "rebuild if destroyed" box unchecked in Unit Group 1's pallette.
Quote:
I know you can do this with multiple triggers, and can also use the "wait" effect for a delay, but can you just make one trigger, one condition, one effect, repeat forever?
Also, is there a way to "disable" a trigger?
Create a switch. Call it "Trigger Disable" or whatever you feel is appropriate. At mission load, set the switch to "on." Now, in the conditions for the trigger, include a condition that requires that the switch be on. When you want to disable the trigger, simply turn the switch off.
Hope that helps! 
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PhillipEarl
Mega-Poster

Joined: 12 Jan 2004 Posts: 329 Location: Charlotte, NC
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Posted: Fri Jun 11, 2004 7:46 am |
dws90 wrote: You can do something like this:
Spawn Unit Group 1 every 60 seconds
Preserve Trigger
That would spawn Group One every 60 second.
For what you seem to want to do:
Spawn Unit Group 1 Elapsed Time 60
Wait 60 seconds
Spawn Unit Group 1
Wait 60 Second
Spawn Unit Group 1
As for disabling triggers if you mean set them so they won't go off, the easiest way is with switches.
 Guess we were posting at the same time! (I got distracted in the middle of mine)
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dws90
Very Active User

Joined: 03 Mar 2004 Posts: 118
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Posted: Fri Jun 11, 2004 10:26 pm |
Well, at least he knows the information is accurate 
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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Sat Jun 12, 2004 3:56 am |
I'll fiddle around with switches some. Thanks!
But about the repeating triggers. That, I knew, but suppose your game is going to last about hours (not that it is, but theoretically), and there was no possible way to keep putting in those wait options. Or suppose you want to recieve galaxite periodically every 30 seconds of the game or so for as long as you live. I've seen it done, I just need to know how.
I bet I could do what I need with a series of timers... resetting it after every sixty seconds to be triggered off again. Thing is, I really am not good with timers...
Any other ideas?
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sat Jun 12, 2004 10:48 am |
There's a very simple way of doing this.
First, as they said, make a switch called "SpawnerActive" (or any name).
At beginning, set it to on.
Trigger 1:
Condition: Switch 'SpawnerActive' is on.
Condition: Every 60 seconds.
Action: Create unit group 'moo'.
Action: Preserve Trigger.
It will keep spawning while the 'SpawnerActive' switch is on. Turn it off when you need to.
And for the galaxite,
Condition: Every 30 seconds.
Action: Modify galaxite for Side1: Add 100 (or any number)
Action: Preserve trigger.
There's another way to do these. The following trigger will accomplish the same thing as trigger 1, but a different way.
Condition: Switch 'SpawnerActive' is on.
Action: Create unit group 'moo'.
Action: Wait 60 seconds.
Action: Preserve Trigger.
(See, I got rid of the "Every NN seconds" condition and replaced it with a "Wait" action.)
I hope this helps! Good luck with your maps.
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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Sun Jun 13, 2004 5:47 am |
Thank you! So the main thing is the 'preserve' action... I really don't even know half of what the conditions and actions do.
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sun Jun 13, 2004 9:24 am |
Which actions and conditions don't you understand?
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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Sun Jun 13, 2004 10:52 am |
Various ones... nothing you need to worry about in particular. If I have a question, I'll post it.
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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Mon Jun 14, 2004 4:14 pm |
I still have a question... my trigger isn't working.
Here it is.
Condition: Time elapsed exactly 25 seconds
Effect: Side 1's credits add 400
Effect: Preserve trigger
It just doesn't work. Am I missing something?
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crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Mon Jun 14, 2004 5:59 pm |
This will only work once: when time elapsed is exactly 25 seconds. After that, it is more than 25 seconds.
(BTW, it is Action, not effect  )
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crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Mon Jun 14, 2004 6:01 pm |
Verdagon wrote: And for the galaxite,
Condition: Every 30 seconds.
Action: Modify galaxite for Side1: Add 100 (or any number)
Action: Preserve trigger.
Wow, I didn't know you could modify the galaxite! Must be in the special edition....
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UGMC
Mega-Poster
Joined: 03 Jun 2004 Posts: 348 Location: my own little world
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Posted: Tue Jun 15, 2004 4:13 am |
Yeah, last night I tried the trigger the other way around with the "Always" condition (although there was none, I just used at least one person is alive) and had the galaxite addition, wait, and preservation of the trigger all as actions. It worked that time.
The FAQ, however, states that the method I first used also works. Either I set it up wrong or the FAQ is wrong.
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Tue Jun 15, 2004 3:51 pm |
Pretty sure the FAQ is right... it always worked for me.
And crakerz, i made a typo. The action isnt modify galaxite, its modify credits. It's impossible to add galaxite.
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