Alley Posted September 4, 2013 Share Posted September 4, 2013 I want to create a mission where the task is to capture enemy Construction Yard(CY) and War Factory(WF) and to quarantee those buildings safety then by destroying all enemy units and structures. I know there are regular Red Alert missions where the task is to capture and to destroy all enemy units and structures but I can sell, destroy or allow to destroy the structures that have been captured in that mission... I want that in my mission it would be required to keep and protect also the captured structures until the mission have been accomplished which means that destroying those would cause also mission failed. Here are more accurate description of this mission: Destroying or selling enemy or captured CY should cause mission failed immediately. Destroying or selling enemy or captured WF should be allowed if enemy CY still exist because the enemy should be able to rebuild the WF. However without enemy CY existing this also should cause mission failed. Then destroying all other enemy structures and units should cause mission accomplished but allowing the enemy to destroy all own units and structures before this should also cause mission failed. Is this mission possible to create? :roll: Link to comment Share on other sites More sharing options...
Jacko Posted September 4, 2013 Share Posted September 4, 2013 I did something like this before I can't find the post but there are a number of limitations 1. The building has to be unique on the map (i.e. if a second one is present it doesn't work) 2. That has to the the only building the particular house owns (you can use USSR for base and then badguy for capture target or something) that's basically it Link to comment Share on other sites More sharing options...
Alley Posted September 4, 2013 Author Share Posted September 4, 2013 This means basically that my idea is impossible to make real? For example if the player need to capture from Ukraine... Link to comment Share on other sites More sharing options...
Jacko Posted September 4, 2013 Share Posted September 4, 2013 You can use multi5 too although they don't have a set faction so it could be worth making the important buildings for the Ukraine and Everything else for Multi5 The simple answer is that it can be done but its insanely complicated Link to comment Share on other sites More sharing options...
Alley Posted September 4, 2013 Author Share Posted September 4, 2013 I also think that if I use Multi5 and Ukraine to remind like one country on map then the problem may-be still that the orange will not rebuild the structures. Or if I use separate structures for the buildings that must be captured then who knows which of those 2 similar must be captured. Am I right? Link to comment Share on other sites More sharing options...
Jacko Posted September 4, 2013 Share Posted September 4, 2013 well the method has to involve using the 'building exists' trigger and 'destroyed all buildings <faction>' leaving for the buildings actual destruction to be placed on it. I have used this sort of technique in one of my missions where you have to capture and protect a Bio-lab I can dig up the full trigger list if you like, but I gave the basic needs Link to comment Share on other sites More sharing options...
Alley Posted September 4, 2013 Author Share Posted September 4, 2013 Yea, the most important for me was that I can be sure is this possible or not to know have I even sense to depend my time on it but if you can give me more help then it would be appreciated by me. :roll: Thank you! Link to comment Share on other sites More sharing options...
Jacko Posted September 4, 2013 Share Posted September 4, 2013 I have what I managed to make somewhere, but the particular scenario I'm using it for is different to yours, meaning you're going to have to do some further tinkering Link to comment Share on other sites More sharing options...
Alley Posted September 4, 2013 Author Share Posted September 4, 2013 Yes, it is... But anyways, thank you for your attention, time and answers. :roll: Now I think I have still sense to try. Link to comment Share on other sites More sharing options...
Jacko Posted September 4, 2013 Share Posted September 4, 2013 I found it. The trigger names might be a bit misleading as I had to change the house in question from badguy to multi3 to get this to work Name: bdgy Owner: Multi3 Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed, Buildings, All...Multi3 Action 1: Loser is... Greece Triggers: own This trigger acknowledges the change of hands/ destruction of the building Name: die2 Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Destroyed by anybody Event 2: Global is set... 1 Action 1: Loser is... Greece Linked to: Buildings - 1 This is the trigger you attach to the building, and is fired if it is destroyed AFTER you capture it. Name: own Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Building exists...Bio-Research Lab. Action 1: Global Set... 1 Action 2: Destroy Trigger... bdgy This trigger is fired if you capture it, and allows for the previous trigger's conditions to be met, as well as preventing the original trigger (i.e. destroy before capture) from happening I would like to note that setting global to 1 is also part of the victory conditions This kind of structure can be created multiple times, but I already pointed out the limitations so its difficult to get more than one application within one mission, but using Spain's colour house (i.e Gold) you could get 3 to 4 instances of this on the same colour (spain, Multi1, Special, Neutral all use this colour) Link to comment Share on other sites More sharing options...
Alley Posted September 4, 2013 Author Share Posted September 4, 2013 Okay, this looks much better ingame. Although I am not sure is this a solution if 2 buildings must be captured in mission. But thank you! At least I think I have an idea now how to jab those triggers clever enough to get closer. Link to comment Share on other sites More sharing options...
Matt Posted January 20, 2014 Share Posted January 20, 2014 We have a game mode called King of the Hill that does just that in OpenRA, see https://github.com/OpenRA/OpenRA/tree/bleed/mods/ra/maps/koth-island-hoppers for an example. Link to comment Share on other sites More sharing options...
Jacko Posted January 20, 2014 Share Posted January 20, 2014 whilst that is interesting and all could you stop digging up dead topics with advertising something even slightly related to openRA its a bit annoying as it doesn't really offer anything to the actual topical discussion. Link to comment Share on other sites More sharing options...
Matt Posted January 20, 2014 Share Posted January 20, 2014 Sorry, I thought this was actually helpful to get your game/mod/mission going. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 21, 2014 Share Posted January 21, 2014 It really isn't. You didn't even give any suggestions, you just said "Oh, we've done that in OpenRA". Which doesn't even use RA's mission scripting system. Link to comment Share on other sites More sharing options...
Jacko Posted January 21, 2014 Share Posted January 21, 2014 ^ this. Whilst openRA is certainly interesting you keep pushing it in topics and threads referring only to RA/C&C1 etc, and its getting quite annoying. Link to comment Share on other sites More sharing options...
Nyerguds Posted January 22, 2014 Share Posted January 22, 2014 Yeah... I've tried to be somewhat lenient with it, but as you see, Matt, I'm clearly not the only one that's bothered by it. Link to comment Share on other sites More sharing options...
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