Essentially, I have a trigger like this:
1. Conditions: "Player1" brings at least "#" "unit" to "Location".
Action: Display text message "blah".
Center view on "Location".
Give all "unit" owned by "Player2" at "Location" to "Player3".
2. "Player1" brings at most 0 "unit" to "Location".
Give all "unit" owned by "Player3" at "Location" to "Player2".
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I've already tried using "Preserve trigger", but all this does is repeat the actions of the respective trigger repeatedly, which is not exactly what I intended...is there any script that can activate when Trigger2 is activated, which resets Trigger1?
Thanks!
None.
Try setting a death counter with the first trigger, and have whatever value you count for deaths be a condition for the second.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I spent like 5 minutes looking at your triggers trying to figure what you're actually trying to do.
It's much easier to help if you just describe the behavior you want instead of posting non-working triggers.
So you want to fire the give/display/center view when you bring a unit somewhere only once, and want to undo the giving once you move the unit away. Then possibly start over. Right?
That's easily done by setting a switch:
1. Conditions:
- "Player1" brings at least "#" "unit" to "Location".
- Switch 1 is clearedAction:
- Display text message "blah".
- Center view on "Location".
- Give all "unit" owned by "Player2" at "Location" to "Player3".
- Set Switch 12. Conditions: "Player1" brings at most 0 "unit" to "Location".
- Switch 1 is setAction:
- Give all "unit" owned by "Player3" at "Location" to "Player2".
- Clear Switch 1If this can be done by multiple players independently then use a death counter (already has 1 count per player) instead of a (global) switch.
Post has been edited 1 time(s), last time on Feb 19 2009, 3:16 am by NudeRaider.
Ah, okay! Thanks for the advice! (On both formulating my questions and my triggers).
None.