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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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Deathrider1991
post Aug 10 2009, 01:51 AM
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As a response to the first one, I have recently (been forced to, well, because it was easier) when making a map to begin editing maps using word-pad. I believe you may be able to change house from just Nod, GDI, Neutral, and Special to say, 0 Multilayer (not sure) 0

Which would be player location 0, or player 1.

This post has been edited by Deathrider1991: Aug 10 2009, 03:00 AM


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Bittah Commander
post Aug 10 2009, 02:44 AM
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That still doesn't change anything, considering you can't predict which player will infiltrate/capture/destroy/discover or hijack a unit or building, meaning the action of the trigger still won't necessarily affect the right player.


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Deathrider1991
post Aug 10 2009, 03:01 AM
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WELLLLLLLLLLL You can make 2-8 separate triggers XD


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SeekSomethingNew
post Aug 10 2009, 12:50 PM
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Say again? You want to allow multipule houses?


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Lin Kuei Ominae
post Aug 10 2009, 02:38 PM
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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).

@Deathrider1991: please don't comment about things here, when you have no clue. This forum is for improving the TS engine, thus you have to know it's limits and know quite well what's possible and what not.

This post has been edited by Lin Kuei Ominae: Aug 10 2009, 02:42 PM


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Deathrider1991
post Aug 10 2009, 03:14 PM
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Didnt understand what he was saying, sorry, I get what hes saying now.

Actually I did what I said up there and the game crashed after the trigger was fired, meaning, that at least it was fired.

This post has been edited by Deathrider1991: Aug 10 2009, 03:39 PM


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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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my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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SeekSomethingNew
post Aug 25 2009, 05:12 PM
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Mkay, i cant guarantee anything, but ill look into it.


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Nyerguds
post Sep 3 2009, 10:58 AM
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Heh, I got pretty much the same problem in C&C95. With the odd exception that the Airstrike superweapon DOES go to the team that triggered it. I managed to give the AI airstrikes by making it walk over celltriggers linked to a trigger for their team.

This post has been edited by Nyerguds: Sep 3 2009, 10:59 AM


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