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Activate trigger trigger
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galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed Oct 06, 2010 6:28 pm  Post subject: Activate trigger trigger

What if there was a trigger that was like, if area r4 contains at least one unit, activate trigger t2.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Wed Oct 06, 2010 7:11 pm  

thats called a switch, galm
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed Oct 06, 2010 7:14 pm  

oh yeah lolz thanks trine. I forgot about those. But it just says turn switch on or off, idr how to make it do what i want.
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Wed Oct 06, 2010 8:20 pm  Post subject: switch

Using a switch requires two triggers. You need to first create a switch by going to "Settings" and then "Switches". As suggested by you, we'll name the switch "t2".

You will use the Area Contains Units condition and the Set Switch action. Here's an example:

Conditions: Area 'r4' contains AtLeast 1 Any Unit owned by AllSides.
Actions: Set Switch t2 On.

For the second trigger(and all others using this switch), it will use the Switch On/OFF condition, and will be paired any desired actions. An example would look like this:

Conditions: Switch t2 is On
Actions: Show alert "A unit is in the area!"


Hope this helps, and if you have any other question you know where to find me.

Last edited by N@TE on Tue Nov 30, 2010 9:03 pm; edited 1 time in total
LawrenceA
Administrator


Joined: 15 Feb 2010
Posts: 1135
Location: New Zealand
 Post Posted: Wed Oct 06, 2010 10:17 pm  Post subject: Re: Activate trigger trigger

galm wrote:
What if there was a trigger that was like, if area r4 contains at least one unit, activate trigger t2.
i don't use switches myself. i use pvars.
for your example you could change the trigger to if area r4 contains at least one unit, modify persistent variable x set 1.
then in the trigger you want to activate you can add a condition that pvar x has to be exactly 1
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Oct 07, 2010 6:17 pm  

I used switches it was easier.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Oct 07, 2010 7:09 pm  

Is there a way to once u enter one area you cant go back, like area p contains 1 unit owned by whatever do blah blah blah but then say overide effects of trigger balnk.
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Thu Oct 07, 2010 7:42 pm  

galm wrote:
Is there a way to once u enter one area you cant go back, like area p contains 1 unit owned by whatever do blah blah blah but then say overide effects of trigger balnk.
that's when you make a switch a condition

this is what i would do:

Conditions:
Area p contains at least 1 unit owned by side[]

Actions:
Turn switch "goback" ON

New Trigger:

Conditions:
Area p contains at least 1 unit owned by side{}
Switch "goback" is ON

Actions:
Move all units owned by side[] from area p to area goback.
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Thu Oct 07, 2010 7:50 pm  Post subject: Restricted Areas

galm wrote:
Is there a way to once u enter one area you cant go back, like area p contains 1 unit owned by whatever do blah blah blah but then say overide effects of trigger balnk.
crackerz wrote:
TOPIC: Restricted Areas

Say you have an area that must be accessible, but not really. For example, you have an enclosed space to protect a structure, and you absolutely positively do not want anybody near it. You can't block it off, or you get errors at compile time. Here is a method I use:

First, create an area that covers the desired restricted zone. I'll call mine "RestrictedZone". Second, create an area close nearby, if not actually adjoining the "restricted zone". I'll call mine "RallyPoint".

CONDITIONS:
-Area "RestrictedZone" contains Atleast 1 AnyUnit owned by AllSides
ACTIONS:
-Move AllSides AnyUnit from 'RestrictedZone' to 'RallyPoint'
-Preserve Trigger

You could modify the above to only restrict certain sides. You could also add the Elapsed Time condition to end the restriction after so many seconds.
- Post 11 of the topic "craker crumbs - Tips & Tricks with M" in the Mission Authoring forum.
Link: http://www.warfareincorporated.com/xyzzy/viewtopic.php?t=1059&highlight=Restricted%20Areas


I used this trigger many times on many maps before version 1.61 released to prevent players form building under the minimap. With version 1.61 out, there is no longer a need to use this trigger for this purpose. However, it can still be used for many other things.

Last edited by N@TE on Mon Dec 06, 2010 8:58 pm; edited 2 times in total
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Thu Oct 07, 2010 7:51 pm  

No no I got the switches thnxs for the refresher Nate but I mean like if I have a survival map and one room has little zombies in it and the next more if they go back to the old it should stay more.