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Write your own destiny, or else someone will write it for you!
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Probably you have an action in your trigger that makes the condition false after the first player runs this trigger. (Like switch 1 is set -> display text, clear switch 1)
To make sure every player runs those "current player actions" like center view or display text set a death counter (dc) for the force and clear the dc for current player after running the action. In addition to the tutorial: In this case you set the dc to 1 for force 1. Then every player "has suffered 1 death" of the unit. Not physically, but now you can check for deaths of that unit. If current player has at least 1 death of that unit display the text and set the deaths back to 0 for current player. Then the next player still has 1 of HIS death count and also runs this trigger. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Well if one <unit> of any player (Not the CPU's) dies the game is set to end scenario (I told it to do that). The game is called "Who Dies First?"
Example of one of the faulty triggers (Level 5's exit) Trigger Players: ¤ Force 1 Conditions: ¤ Current Player brings at least 1 "Unlucky Player" to 'Level 5 Exit'. Actions: ¤ Display: "Level 5 Completed!" ¤ Preserve Trigger ¤ COMMENT: LVL 5 Exit ¤ Remove all "Unlucky Player" for Force 1, "Anywhere" ¤ Create 1 "Motorbike" for Force 1 AT "Level 6 Spawn" ¤ Center View for Current Player AT "Level 6 Spawn" There's another trigger that only centres the map (my friend did these) whenever a civ (set to "All Players/Current Player") gets to an exit. Trigger Players: ¤ All Players Conditions: ¤ Current Player brings Exactly 1 "Unlucky Player" to "Level 1 Exit" Actions: ¤ Centre View for current player at "Level 2 Spawn" And I don't understand how "Switches" work, so there are none used on the map, everything is done by trigger. Is there some major problem with my triggers (I assume its the ordering) Triggers for each person (1-7) involve killing their Air unit if they go past a area they shouldn't be. ![]() ![]() ![]() ![]() ![]() ![]() |
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Write your own destiny, or else someone will write it for you!
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As I said you make your condition false in the actions (using switches for that was just an example). You remove all units of Force 1 as soon as ONE player gets there. THIS player sees the message but the NEXT player must again check the conditions but THAT player doesn't have unit on the beacon, so the actions won't fire for him.
I'll edit your trigger to show you how to fix it: Then you need this trigger to do the actual move screen / display text: Trigger Players: ¤ Force 1 Conditions: ¤ Current Player has suffered at least 1 death of Cantina Actions: ¤ Preserve Trigger ¤ COMMENT: LVL 5 Exit Display ¤ Set death counts of Cantina for Current Player to 0 ¤ Display: "Level 5 Completed!" ¤ Center View for Current Player AT "Level 6 Spawn" That trigger will do the center view only for Current Player (the one bringing the civ to the beacon). If you want ALL players to get their view centered when ANY player brings a civ to the beacon change the condition to: All Players brings at least 1 "Unlucky Player" to "Level 1 Exit" The yellow part is just a suggestions to avoid the trigger from not working when multiple players bring civs to the beacon the same time. Switches are simple binary variables. You can rename them and they may have 2 values: cleared or set (0 or 1) and they can be checked in conditions. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Write your own destiny, or else someone will write it for you!
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DARN.... Double post... I hate getting confused with the quote button...
PLS someone create a clearly different button for edit and quote... This post was edited 1 time, last edit by NudeRaider: Mar 7 2008, 10:12 pm.
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Write your own destiny, or else someone will write it for you!
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Pls don't give faulty advice. Admittedly that would fix the center view bug, but only because there are no global actions in that trigger. Also it wouldn't work at all in the 1st trigger because ALL units of Force1 are being removed when the 1st player fires the trigger, so the others STILL won't get their message. The cleanest solution for current player actions like display text or play wav depending on a global event is to set a death counter for the players involved. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |