I have a few questions regarding in-game Mission Objectives.
First of all, are they shared by all players? Or are they player dependant, ie: I can change the Objectives for one player, and the others all remain the same.
Also, I've noticed when i end my game (from a test run) and test it again, the mission objectives are the same as what they were when I ended the last one. Does SC make it persistent across uses of the same map?
Thanks Guys!
None.
Just like other triggers, you pick what players they run for, and the players they run for(which you pick at the beginning of a Mission Briefing trigger) are the only ones that it changes for.
I've actually never heard of that second part, it's very interesting, are you testing this out in 1-Player?
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Yeah, I am testing it in one player, that's actually probably why it's happening.
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Oh, I have another question. ALl my human players are grouped in Force 1. I currently have a trigger, something like
Player 1 Brings Civ to location
Display text
Ping Location
Move units around etc etc
And I have one for each player (it sounds stupid I know, but part of it involves switching units between a computer ally, P1 is P5, P2 is P6 etc etc).
What I want to know, since the trigger activates for Force 1, will they all see the displayed message and ping?
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The trigger says "Display Text Message for
Current player", and same with ping, it will only display it for the players you have checked at the beginning of the trigger. If you check Force 1, it will display for Force 1.
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Well...
It's true that checking "force 1" is the same as checking each individual player in that force, correct? Is so, then if the actions of the trigger will make the conditions of the trigger false, then I think only the first player that executes the trigger will see the text.
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That's pretty much what im worried about, because once it activates, it won't activate again. So won't it just show the message for the first place, then none others?
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Yeah, it does the same thing as separately making the trigger, what you might need to do is use
Death Counts and add one to the death inside the trigger, and make the condition that the death is at most the amount of players, that should make it work.
None.