Waits are useful in hyper triggers and in simple triggers. When displaying a series of texts, it's nice to just use a wait and save a few triggers.
Wait, really? Dangit, I had already changed it to death counters XD. I had come up with a system... one death timer would detect how long a conversation had been going on, and another death counter would detect which conversation you were in (so each amount of deaths would represent a different conversation).
None.
Suffice it to say, death counts are almost always more versatile than waits. You couldn't have come up with this "system" using waits, as once a trigger starts, it can't be stopped (unless you use wait blocks). You made a good choice in picking DCs for that. I always recommend DCs over waits, even in music.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
If you wish to keep the player from attacking the computer at all:
-CONDITION- always
-ACTION- Set player 7 to ALLY
Preserve trigger
If you wish for the computer to unally the player:
-CONDITION- Player 1 kills at least 1 (SPEC UNIT)
Player 7 suffers at least 1 (SPEC UNIT)
-ACTION- Set player 1 to ENEMY
Make sure you have alot of hyper triggers for the first trigger to be effective.
None.
If you wish to keep the player from attacking the computer at all:
-CONDITION- always
-ACTION- Set player 7 to ALLY
Preserve trigger
If you wish for the computer to unally the player:
-CONDITION- Player 1 kills at least 1 (SPEC UNIT)
Player 7 suffers at least 1 (SPEC UNIT)
-ACTION- Set player 1 to ENEMY
Make sure you have alot of hyper triggers for the first trigger to be effective.
The second trigger won't work if player 1 kills a unit and player 7 loses one of the same type of unit in an unrelated battle.
None.
If each player does not have a specific unit for itself, like a normal game, then all you can do is trust the computer player can fight back, unless someone else can get that trigger for you.
EDIT:
Yes I knew something was wrong with the second trigger, I was just about to edit it, but I guess you beat me. Sorry about that. BUT, if you have the SPEC UNITs at a certain location, if a player unallies the computer, it will attack that unit in the location. That way you CAN"T lose it in an unrelated battle, try something like that.
~~EDIT~~
Here are some possible problems you may encounter, I'm just going to answer them now before you ask
After the SPEC UNIT dies, the computer can't sense when another player betrays them : Make more than one SPEC UNIT and place them in boxes near other player's units a fair distance apart (if using range)
Enemies keep getting to the SPEC UNITS : Make a trigger that moves all units away from the SPEC UNITs' location.
Post has been edited 2 time(s), last time on May 12 2010, 5:48 pm by StarBlue. Reason: Spell Check
None.