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Bittah Commander
post Aug 8 2009, 10:06 AM
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Earlier you asked me for suggestions for trigger actions; here's one (sort of):

Whenever the action of a trigger involves a house, you can only select a specific house for its parameter value, making it quite worthless in multiplayer. Would it be possible to make it so that house the trigger will have effect on will be the same house that caused the event? Right now for example a trigger that fires when a building is entered or captured will always affect all the players on the map, rather than just the player who entered/captured the building (this is the same problem the spy has btw).

Another thing I noticed is that in multiplayer the discovered by player event (which is really what I was thinking of when I started typing this post) doesn't actually trigger when the unit it's attached to has been revealed from under the shroud (like FinalSun's description says), but instead when it's destroyed. Would it be possible to fix this?


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SeekSomethingNew
post Aug 24 2009, 10:56 PM
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QUOTE (Lin Kuei Ominae @ Aug 10 2009, 03:38 PM) *
Bittah wants the Trigger to consider which House throw them. Thus allow making Trigger for specific sides which don't affect other sides.

e.g. House A enters building and only House A receives the effect of the Trigger (not all Houses like it's now).


So, for example, check the HouseType attached to the object that enters the BuildingType, if this HouseType is allowed by TriggerType argument, then execute action.

Correct?


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Lin Kuei Ominae
post Aug 25 2009, 11:44 AM
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QUOTE (CCHyper @ Aug 24 2009, 11:56 PM) *
So, for example, check the HouseType attached to the object that enters the BuildingType, if this HouseType is allowed by TriggerType argument, then execute action for this House only.

to be more precise.


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