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Unit Exclusion Zones
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T-33 Lib
Very Active User


Joined: 26 Jul 2009
Posts: 164
Location: Singapore
 Post Posted: Tue Jul 19, 2011 6:24 am  Post subject: Unit Exclusion Zones

I'm trying to make a mission that allows only infantry to cross rivers and enter forests, while tanks cannot pass through. The basic map design looks like this:

Blue Base


-----||----| |----||-----


Red Base
There are areas on the narrow bridge.


So the blue base is at the north, and the red in the south.
When blue tanks try to cross the river from north to south on the narrow bridge, they are force-triggered back to a northside area, and vice versa for the red tanks. They can pass through on the wide bridge.

Is there a way to stop blue tanks trying to cross the narrow bridge south to north from being forced to cross the river and reach the north side, and vice versa?
trineroks
Chief Administrator


Joined: 16 Oct 2009
Posts: 1770
Location: Southern Cali (UCLA)
 Post Posted: Tue Jul 19, 2011 6:50 am  

Apply both triggers to both sides. I think you're trying to say that a blue tank in the south side will, if it goes on the narrow path, be forced up north due to the trigger?

If so, make it so that both blue or red tanks entering from the south are pushed back south, and tanks coming from the north get pushed back north. Apply both triggers to both sides.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Tue Jul 19, 2011 8:37 pm  

Additionally you might want two areas and yeah anytank entering one goes up and the other down.
N@TE
Chief Administrator Emeritus


Joined: 06 Dec 2009
Posts: 985
Location: Colorado
 Post Posted: Thu Jul 21, 2011 4:20 pm  Post subject: Solution to your problem

To start off, I would lay out the map so that it is more of a rectangular shape. Additionally, have the river stretch diagonally across the map, segregating the two bases. This enhances the map's fairness, while increasing the flow of unit strategy. For instance, observe the map below.

🖼 image no longer available

Your map should look similar to this, perhaps with added galaxite. For the purpose of this demonstration, however, galaxite was not added.

With the above map layout, the triggers to move units is simple. It uses the Area Contains Units condition, and the Move Units In Area action. This is the trigger moving vehicles back to Blue's side after attempting to cross the river through the small entrance.

Sides: 1
Conditions: Area 'NW Bridge' contains AtLeast 1 Any Vehicle owned by CurrentSide
Actions: Move CurrentSide Any Vehicle from 'NW Bridge' to 'Blue 1'
- Preserve Trigger

Use this same concept for the other trigger for Blue, and the two triggers for Red. For example, here is the trigger preventing vehicles from going up into Blue's base on the bottom.

Sides: 2
Conditions: Area 'SE Bridge' contains AtLeast 1 Any Vehicle owned by CurrentSide
Actions: Move CurrentSide Any Vehicle from 'SE Bridge' to 'Red 2'
- Preserve Trigger

These triggers will allow vehicles to go one way, but not the other. I hope this helps, and if not, specify what I can aid you on.