Zjorz Posted January 28, 2015 Share Posted January 28, 2015 Hey guys, im having a problem with a trigger i want to use on a multiplayer map. I want the following: Multi1 destroys 10 units -> destroy trigger 1. I killed over 20 units a few times and the trigger just doenst want to activate. Does this trigger work for non campaign maps? Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 destroying the trigger stops it from activating also listing your trigger settings in more detail helps (things like activation, trigger, temp/constant w/e) Link to comment Share on other sites More sharing options...
Zjorz Posted January 28, 2015 Author Share Posted January 28, 2015 Name: M1D1 Owner: Multi1 Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Destroyed, Units, #... 5 Action 1: Destroy Trigger... M1R2 THe problem is it doesnt fire after i destroy 5 units Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 if you want trigger M1R2 to activate you need to force it not destroy it Link to comment Share on other sites More sharing options...
Zjorz Posted January 28, 2015 Author Share Posted January 28, 2015 I added the map for more details. The idea is like this: Multi1 gets light tank reinforcements. After multi1 destroys 5 units these upgrade to medium tanks. Im trying to do this via triggers but it doesnt fire. Hope you can take a look and see whats wrong CBATEST1.MPR Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 so do you want multi1 to kill 5 enemy units or to lose 5 units? Link to comment Share on other sites More sharing options...
Zjorz Posted January 28, 2015 Author Share Posted January 28, 2015 He needs to kill 5 enemy units Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 well destroyed# units apply to said owner Losing that many units, so you will want to set said trigger onto the enemy they shoot at for them to lose the 5 units. (I'm guessing this is multi2) Link to comment Share on other sites More sharing options...
Zjorz Posted January 28, 2015 Author Share Posted January 28, 2015 Okay this really sucks. This means the trigger will only work for a specific owner and not destroyed units in total (total fopr multiple owners) Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 yeah triggers-related stuff with RA is a little bit limited when trying to do certain things. My favourite being the need to have maybe 3 or 4 triggers to force a player to capture something, and then lose if it is destroyed after Link to comment Share on other sites More sharing options...
Zjorz Posted January 28, 2015 Author Share Posted January 28, 2015 Soo, do the triggers "no factories left" and "destroyed, fakes, all" mean no factories left for other players and no fakes left for all other players? Link to comment Share on other sites More sharing options...
bmoeller Posted January 28, 2015 Share Posted January 28, 2015 zjorz why don you setup up the trigger and find out? would save you a lot of since you wouldnt have to sit around and wait for a response . Link to comment Share on other sites More sharing options...
Jacko Posted January 28, 2015 Share Posted January 28, 2015 no, those apply to the owner, as does destroyed units/object #, credits and a couple other things Link to comment Share on other sites More sharing options...
ROB Posted March 22, 2015 Share Posted March 22, 2015 I have a similar issue: I want 3 reinforcement triggers (2 are shown here) destroyed when no factories are left. But its ignoring the destroy trigger and reinforcements keep coming. Its a very straight forward trigger I cant think of any reason. It was not working with a destroyed by anyone trigger attached to a factory either. Name: G3+ Owner: BadGuy Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: No Factories left Action 1: Global Set... 3 Action 2: Reinforcement (team)... Grd1 Name: K4 Owner: BadGuy Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Global is set... 3 Action 1: Destroy Trigger... R1+ Action 2: Destroy Trigger... R2+ Name: R1+ Owner: BadGuy Existence: constant (any linked event -> switch) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 80 Event 2: Global is set... 5 Action 1: Reinforcement (team)... Rpt1 Triggers: K4 Name: R2+ Owner: BadGuy Existence: constant (any linked event -> switch) Type: and (event1 && event2 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 80 Event 2: Global is set... 6 Action 1: Reinforcement (team)... Rpt2 Triggers: K4 Link to comment Share on other sites More sharing options...
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