Forum Archive. A read-only snapshot of the Warfare Incorporated forums (2003–2020), preserved for historical purposes.  ·  warfareincorporated.com
Warfare Incorporated Forum

Switches
Author Message
captaindominic
Very Active User


Joined: 05 Jun 2010
Posts: 100
Location: Indonesia Jakarta Jl.puloraya 2 No:11
 Post Posted: Tue Nov 30, 2010 3:04 am  Post subject: Switches

What are the swithces for Nate?
DaJollyRoger
Mega-Poster


Joined: 19 May 2010
Posts: 478
Location: In a galaxy far far away...
 Post Posted: Fri Dec 03, 2010 9:35 am  

The main way I use switches is like this: let's say you want team a to spawn a cyclops when all units of theirs die. So you put at mission loaded turn switch bacon off. In another trigger, you put side a contains 0 units: spawn cyclops and turn switch bacon on. Finally you put, side a has no units, and switch bacon is on: end mission for side a: lose
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Mon Dec 06, 2010 9:01 pm  Post subject: Re: Swithces

captaindominic wrote:
What are the swithces for Nate?
It's "switches" not "swithces", and I have renamed the topic to avoid confusion.

Switches are mostly used for co-ops, and when you want to use an event in two or more separate triggers; most commonly one as an action and one as a condition. Below is an example of how you would use a switch.


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!"

I got my example and other references from this topic.