Jacko Posted June 6, 2013 Posted June 6, 2013 on RA1 I have finally managed to work out how to make it so that after you capture a building you fail if it is destroyed I haven't seen anything online about this so I thought I would post it here. However it isn't particularly flexible and will require a lot of house juggling for it to work fine. (Warning long post ahead) The building in question has to either be: that House's ONLY building or the House's ONLY Factory, if the building in question is a factory. otherwise it wont work... anyway, here's what you do, you need 4 triggers, all are temporary. This example uses a Greece-owned War Factory for a mission I am making Name: Greece Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed, Buildings, All...Greece Action 1: Loser is... USSR Name: boom Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Global is set... 1 Event 2: Destroyed by anybody Action 1: Loser is... USSR this trigger is attached to the building Name: own Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Building exists...War Factory Action 1: Global Set... 1 Action 2: Destroy Trigger... Greece The 'Destroy Trigger' part makes sure that the first one isn't fired (it only applies when you have simply blown it up rather than captured it) Name: glob Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 0 Action 1: Global Clear... 1 This means you can have new 'Capture and Hold objectives' in missions
Nyerguds Posted June 7, 2013 Posted June 7, 2013 Hehe, neat. Always cool to see people make trigger combinations to do stuff it wasn't meant for :3
Myg Posted June 7, 2013 Posted June 7, 2013 I wonder if this can be applied to make a ring style KOTH match for multiplayer? Capture one of the buildings in the center to get money, if its destroyed; that player loses and is out of the match, while the rest fight on.
Jacko Posted June 7, 2013 Author Posted June 7, 2013 don't know I will need other people to test the trigger thing though as its a bit experimental, but should work.
DarkVen9109 Posted June 8, 2013 Posted June 8, 2013 Neat and well done. I never thought you have the skill to make such complicated triggers.
Nyerguds Posted June 11, 2013 Posted June 11, 2013 You sound like one of the original dev's might of Nyer. Heh. I just loved to research that kind of stuff in TD... like triggers to blow up specific buildings and crazy stuff like that. MHQs FTW :3
cn2mc Posted June 11, 2013 Posted June 11, 2013 I wonder if this can be applied to make a ring style KOTH match for multiplayer? Capture one of the buildings in the center to get money, if its destroyed; that player loses and is out of the match, while the rest fight on. I kinda tried to do that in my Desert Duel map for TD with the intention to force the players to keep the tech. centre and hospital on their expansions standing, so that they couldn't be denied. Didn't have much success though. Maybe someday LKO will pop back in here and tell us how to do it.
Iran Posted October 28, 2013 Posted October 28, 2013 Can this be used to create a tech building which gives the parabomb superweapon? (Or any reinforcements, or another superweapon?)
Jacko Posted October 28, 2013 Author Posted October 28, 2013 I should think so yes Although Alley found a better solution that works on a single building with less limitations.
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