Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...
Rocksocks

Any House Ownership Trigger

Recommended Posts

I'm trying to figure out how to set a trigger where whatever house crosses a waypoint will take ownership of a building. I've gotten the waypoints to work for a single house if it crosses the line but I can't figure out how to make a trigger that allows any house to cross and will give ownership of the building to the house that crosses. Any ideas how to link multiple triggers for potential ownership to a building? It seems I can only link 1 house and there should be some capability to add the triggering house gains ownership. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By AGT_ZURU
      I want to make a Map that is totally Symmetrical.
      The thought had occurred, to try to use a Bitmap as an Import.
      Problem is, how do I export the Map as a Bitmap to then copy and flip it and so on.
      Also, would this even work, or would I confuse FA2.
      I just want to speed up Map Making, so is there a quicker way?
    • By AGT_ZURU
      I have spent several hours looking into making Mines that Spawn Gems.
      Based on how popular the idea is, but how difficult it can be to find the information, I'm putting this here.
      In my search for this, I've found several ideas, but no solid guaranties saying that something definitely works.
      Important Notes:
      Take into consideration, that I'm making a Map with Modified INI Data, and not an actual MOD.
      The reason for this is due to the Ore Mine Locations having Sand, and Ore being difficult to visually see.
      Also, the Ore spawns too slowly for the Map, meaning matches end in Stagnant Out Of Money scenarios.
      This means that players are throwing Para-Drops at one another to try and gain the advantage.
      The Match always Disconnects before a winner is found.
       
      Idea 01 - Changing Ore into Gems
      I tried the idea of calling 'Tiberiums' different names.
      So taking 'Riparius' and swapping it with 'Cruentus' and this yielded no results.
      So I'm currently exploring the idea of Taking Ore and redefining its Image so that it looks like Gems.
      Problem with this is, I'm making a Custom Map, so this is not likely to work so well either.
      Idea 02 - Making a Dummy Object/Unit/Building that can Spawn Gems
      Credits: Lin Kuei Ominae from PPMSite
      URL for Thread: https://ppmforums.com/topic-47543/is-there-any-way-to-make-ore-drill-spawn-gems/
      This is the Code that was mentioned in the post.
      [building] ActiveAnim=dummy [dummy] LoopCount=-1 TrailerAnim=gemspawn [gemspawn] MaxXYVel=25.0 MinZVel=25.0 Elasticity=0.0 Bouncer=yes TiberiumSpawnType=GEM01 TiberiumSpreadRadius=3 ;0-9 possible The issue with this is, to do this requires a MOD, and as such can't be done in a Map directly*.
      *That is assuming that you're not using additional tools outside of FA2.
      If you were really clever and extremely determined, you could in theory take this Data and manually add it into a Map.
      Though that is a lot of work, and may yield results that are open to change as CnCNet RA2YR is Updated.
       
      So that's what I found relating to the Topic, but not much of an answer as far as Map Creation goes.
      If/When an Admin of CnCNet reads this, I would propose the idea of CnCNet Staff placing some items into the general Updates.
      Effectively, to allow Modified Maps to have more variety, it would be nice if specific assets were available out-of-the-box.
      For example: Modified Sniper Animations (Sandbags) and Tech-Building Buildup Animations.
      While normally, these would have no effect in Normal Maps, this would allow Modified Maps to have appropriate Animation Data.
      Also things like Cameos and new Units would be nice, again inactive in Vanilla Maps, but available for Modified Map Creators to play with.
    • By yuriko
      I know this issue been mentioned here before, But basically i reinstalled windows (from windows 10 to windows 7) and client and game was working perfectly fine on windows 10 but on windows 7 it gives "Failed to create graphics device!"
      client.log: client.log
      ;RA2MD working fine, XNA Framework 4.0 is installed.
    • By Concolor1
      Hi, Ive a problem, Im looking at some old stuff. So I have FA2YR1.2 and I have the TX2. The TX 2 gives me the files marble.mix FAdata and FALanguague. Ive placed these into my Final AlertYR folder, overwriting the originals, (Don't worry I saved them first). However its still not reading, and the picture below is what im getting, what am I missing?
      Now if I place the lunarmd from the TX into the RA2 folder, it then reads the new Terrain, however although the dropdown list is there, the Terrain is still absent. Is this because the map was written with the TX 1, and the updated version has moved the list order?

    • By CykaRushB
      This issue appeared shortly after a windows 10 update. The current settings were working fine beforehand.
       
      When I start a match, the game shows up in the top left of my screen and covers only about 1/4 of the screen. I can still see the desktop in the background.
      Please see this video that shows the problem: 
       
       
       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...