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> Pre made buildings with separate power sources
amartin99
post Nov 5 2006, 02:17 PM
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Hello
I have made a multiplayer map with a bunch of OBS and SAMS guarding both sides
I am trying to have them powered by separate dams within each side
So when one side feels it is strong enough to defend him/her self
They can easily deactivate the built in defenses without having to fight them

I thought making the stuff on one side “Special” and the other “Neutral” would do it
But then neither side even works

How can I make them separate ?
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ORCACommander
post Nov 5 2006, 03:22 PM
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it is impossible to do in MUltiplayer. You could do it special and neutral but special dose not attack anyone which defeats your purpose.

This post has been edited by ORCACommander: Nov 5 2006, 09:36 PM


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amartin99
post Nov 5 2006, 03:55 PM
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QUOTE (ORCACommander @ Nov 5 2006, 10:22 AM) *
it is impossible to do in single player. You could do it special and neutral but special dose not attack anyone which defeats your purpose.


im not trying to do it in single player
I want it for online play
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Team Black
post Nov 5 2006, 08:01 PM
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In multiplayer, I think you can use the gdi and nod sides too, as long as they're not player controlled..
Or just make another house (EDIT>HOUSES).

OR make a trigger
Event=Destroyed by anything
Action=Turn off building...
double click the dam and assign the tag to whatever the trigger name is


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Bittah Commander
post Nov 5 2006, 08:54 PM
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Actually this would be possible in singleplayer, but not in multiplayer. Triggers might indeed offer a solution however.


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amartin99
post Nov 5 2006, 09:35 PM
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I don't know anything about triggers
well I can add the reveal map trigger and edit it’s timer but that's about it

when I try looking at the trigger editor
im just lost
to many ways to go wrong

could you please give me the lines of text to add to my map ?
I realize I will have to add something to everything I want to shut off
but there must be a simpler way then staring at the trigger editor
wondering if im actually getting dumber
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ORCACommander
post Nov 5 2006, 09:36 PM
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oops sorry I rote the wrong thing down I ment multiplayer but I was thinking of someth9ing else at the time. Editing now.


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Bittah Commander
post Nov 5 2006, 10:42 PM
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Figured something like that happened tongue.gif

Anyway, with triggers it's just trying... I also haven't tried doing anything like this before, so I can't tell you from top of my head. Just look at the names of the actions and events; most of them are very much self-explaining, so it really shouldn't be that hard wink1.gif


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Team Black
post Nov 6 2006, 04:36 PM
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Yeah, all triggers are is "actions" and "events"

Event... What happens?
does the map reveaal?
Do you get reinforcements?
does it make a building shut off?
Use the event menu to select which one you want, there will be a brief discription of what it is, and what the parameters are

Action...What must happen for the Event to take place?
does it happen when a building is ddestroyed?
Does it happen after an amount of elapsed time?
Does it happen when a player crosses a cell tag (entered by..)


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Bittah Commander
post Nov 6 2006, 06:44 PM
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Yes, Exactly like Team Black said, only the other way around wink1.gif
He swapped Events and Actions tongue.gif

So not to confuse people, this is what he meant:
QUOTE
Yeah, all triggers are is "actions" and "events"

Action.. What happens?
does the map reveaal?
Do you get reinforcements?
does it make a building shut off?
Use the event menu to select which one you want, there will be a brief discription of what it is, and what the parameters are

Event...What must happen for the Action to take place?
does it happen when a building is ddestroyed?
Does it happen after an amount of elapsed time?
Does it happen when a player crosses a cell tag (entered by..)


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Team Black
post Nov 6 2006, 06:51 PM
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oh, oops. thanks for fixing that


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amartin99
post Nov 6 2006, 10:48 PM
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cool it worked on the first try
thanks

still feal like im flying blind

I have a map with like 20 OBs guarding the entrance to both sides
I mad an extra OB on one side and an ore silo
I made a trigger to shut down when destroyed
Then attached it to both my new buildings
I then started a skirmish game and sent a man to the ob he died
I then destroyed the silo and sent another man to the ob it did nothing
So I attached the other 20 OBs on that side to that trigger
Started a game
The computer player killed one of the 20 obs and the new ob shut off but the other 19 kept working
I killed the silo and they still kept working

I suspect that because the new ob was the first thing I attached to the trigger that it is all that will shut off
And destroying any of the other 21 buildings will trigger it to shut off but nothing else

im now gona look at the map in word pad hoping I can fidle with the triger ataching code and make it shut them all off

im lost again
they all look the same
I see no way for the game to tell what is ment to be shot off and what is just to triger that

I must be missing something
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amartin99
post Nov 6 2006, 11:09 PM
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Better yet I set it to destroy attached buildings
Take out one and they all go boom
Spectacular

Unfortunately all attached buildings can trigger it
And when they are defensive buildings that’s not much of a defense

Is there any way to make it so just 1 building can trigger that ?
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Bittah Commander
post Nov 6 2006, 11:42 PM
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I think the best way to do this is by making 2 triggers. Give the first the event "29 Destroyed by anything [not infiltrate]", which will activate the trigger when the attached object is destroyed (not infiltrated). So attach the tag of this building to the building you want to trigger it when it's destroyed.

This is probably what you did, but where I think you went wrong is, you probably also added the action to disable/destroy the buildings to this trigger and also attached the buildings you wanted to be destroyed. This means that all buildings attached to it will both trigger the event of this trigger and get disabled/destroyed by the action of this trigger.

So what you do is, go to the Edit menu and go to 'Local variables (Locals)'. Now type something for the description; just call it "boom" or whatever and pick Preset value 0 (clear).

Now go back to that trigger you was working on and give it the action type "56 Local Set..." and pick for the parameter value "0 boom,0".

Now make another trigger, which has the action to disable/destroy the attached buildings, which should obviously be attached to the obelisks (and whatever other buildings you want to attach it to). Give this trigger the event "36 Local is set..." and pick for the parameter value "0 boom,0".

I haven't tried this, but I think it should work. So, good luck wink1.gif


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amartin99
post Nov 6 2006, 11:57 PM
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think I follow you
make 2 trigers
one just to activate the other

I saw the triger activater in the list
should have thought of this myself thanks
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Bittah Commander
post Nov 7 2006, 12:16 AM
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Now that you mention it, using the "22 Force Trigger..." action type might also be a way to do it. So of the thing with the locals doesn't work, try using this action type wink1.gif


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amartin99
post Nov 7 2006, 01:15 AM
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I don’t fully follow the locals thing so im trying the Force Trigger thing
Seems simple
But not working

I started from scratch with triggers (on pre made)
I made a boom left trigger
With no activator
Set to kill all attached buildings
I then made a begin left trigger
Set to activate when a building is killed and it is set to force activate the boom left trigger
I then attached all the OBs to the boom left trigger
Then I made a red light Post and attached it to the begin left trigger
Started a game killed the light Post
Nothing happened

I think I had it all set rite
It should work

This post has been edited by amartin99: Nov 7 2006, 01:27 AM
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amartin99
post Nov 7 2006, 02:08 AM
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I have also now tried using 2 light posts
1 to enable a boom triger
the other to activate it
still didn't work
im bigining to wonder if things cant be trigered by killing a light post
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Bittah Commander
post Nov 7 2006, 02:17 AM
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Weather the building is a light post or anything else doesn't make a difference. It's odd it isn't working, because it sounds like it should...
Well, I suppose you'll have to try the thing with the locals then.


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amartin99
post Nov 7 2006, 02:31 AM
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got it to work with 2 light posts

not perfect but good
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