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Jacko

Some awesome RA1 trigger thing I finally worked out

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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  8)

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Hehe, neat. Always cool to see people make trigger combinations to do stuff it wasn't meant for :3

 

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You sound like one of the original dev's might of Nyer.

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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.

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don't know

I will need other people to test the trigger thing though as its a bit experimental, but should work.

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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

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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.

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Can this be used to create a tech building which gives the parabomb superweapon? (Or any reinforcements, or another superweapon?)

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I should think so yes

 

Although Alley found a better solution that works on a single building with less limitations.

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