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Posted

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?

Posted

destroying the trigger stops it from activating

 

also listing your trigger settings in more detail helps (things like activation, trigger, temp/constant w/e)

Posted

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  :huh:

Posted

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

Posted

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)

Posted

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)  :dry:

Posted

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

Posted

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?

  • 1 month later...
Posted

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

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