Alley Posted February 17, 2013 Posted February 17, 2013 I have one simple question and I think it is important. I don't begin to explain why I need this and what I want to do with it for now yet but I need also not(negative) triggers which seems to not exist. We have a trigger like "Building exist..." but can someone help with it how I can have a trigger like "Building does not exist"? At the beginning, Red Alert modding seemed me to be quite an easy process but now I have just a problem because I cannot figure out how to have negative variants like in GML or ACS where I can set like "if global.smallalju5<1" and also "if not global.smallalju5<1". In one word, how can I have "Building does not exist" trigger? Please help! Later I can explain what I try to do if it is important to understand what function I try to create.
Allen508 Posted February 17, 2013 Posted February 17, 2013 You may want to try somthing like this Name: Demo Owner: Greece Existence: constant (any linked event -> switch) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 2 Event 2: Building exists...Naval Yard Action 1: Reinforcement (team)... boat With the setup above the team is reinforced at the said Elapsed Time AND IF Greece owns a Naval Yard. If Greece dosn't own a Naval Yard the team will not be reinforced. Do the Existence: constant the game will check every 2 10th of a min to see if Greece owns a Naval Yard.
Alley Posted February 17, 2013 Author Posted February 17, 2013 Actually I want to enable Missile Silo in Soviet mission and Iron Curtain in Allied mission. One human here asked how to enable Missile Silo and he got an answer which helped of course but no sound "A-Bomb Prepping" like it should be. I want that if I have or just build Missile Silo then this sound will be played once but if I build or capture one more Missile Silo then not. If my Missile Silo gets destroyed or sold so I don't have any Missile Silos anymore then if I rebuild it then I should hear "A-Bomb Prepping" once again and so on like it is in Skirmish Mission. If I used constant then sound played repeatingly more and more and didn't stop. If I used temporary existance then it played once and not anymore at all even if I lose all Missile Silos and build it again. That was the problem. However, I try your method to solve my problem and see if this works. Thank you!
FunkyFr3sh Posted February 18, 2013 Posted February 18, 2013 just make a constant repeating trigger and whenever someone makes the building you fire up another trigger to kill the other trigger
Alley Posted February 19, 2013 Author Posted February 19, 2013 Reply #1 at 02:12:29 am Have you tried a semi-constant trigger? Semi-constant existence works like also temporary existance for me. just make a constant repeating trigger and whenever someone makes the building you fire up another trigger to kill the other trigger Yeah! I understand that it must be work like in that way. I am trying to figure out how to merge the triggers to get the mentioned function. I only don't know how many time it takes to get it. Reply #2 at 03:02:14 am Yahoo! I just did it with 3 triggers! But thank you anyways for your time! This problem have been solved!
Jacko Posted February 19, 2013 Posted February 19, 2013 Wait.... what? I could use some of this eventually, but I'm currently making a 'just for fun' flame wars campaign to replace the Ant missions nearly finished
Alley Posted February 21, 2013 Author Posted February 21, 2013 Do you want my tutorial here how to create this then? So next one here who may-be have the same problem can learn from here then...
Nyerguds Posted February 21, 2013 Posted February 21, 2013 Go for it. There's a tutorials section. Shouldn't this whole thing be in mapping rather than modding, though?
Alley Posted February 21, 2013 Author Posted February 21, 2013 Shouldn't this whole thing be in mapping rather than modding, though? Yes to think more I totally agree with you. However, I have no permission to move this... But tutorial have been now placed!
Nyerguds Posted February 22, 2013 Posted February 22, 2013 Yes to think more I totally agree with you. However, I have no permission to move this... I do
Alley Posted February 22, 2013 Author Posted February 22, 2013 Thank you! And this topic is also solved now. I don't think this will continue with discussion which have been metioned in topic subject...
Nyerguds Posted February 24, 2013 Posted February 24, 2013 Doesn't matter. If anyone has any questions or remarks closely related to this, they can still post in this thread. Threads are generally not closed unless something's really going seriously wrong.
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