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Subject:
Re: < < Scenario Design - Question Thread > >
Yes..
It would be great to see some new interest in custom scenerios..Looks mighty gloomy at the present???
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
Hey camo90,
I assume you're asking about TAD?.If not..I'm not familiar with AOD??If it's TAD..Do you know anybody who may have it and installed..You might ask them to send you a copy of thier techtreey.xml..
To try to answer question2..You could try a trigger sequence as follows
Trigger1
Active: Loop
Condition: Timer:(100)
Condition: Units in area: =< 1; or ==1 ( Use a cin block for center unit)
Effect: Army deploy: Your wagon: Player1
Fire event (To trigger2)
Trigger2
Nothing:
Condition; always
Effect: Army move: The wagon to Your location
Effect : Fire event ( to trigger3)
Trigger3
Nothing:
Condition: Units in area : (Use a cin block for center unit) WhenThe wagon arrives in this area:<= or ==
Effect: army deploy :The army you want to deploy
Effect: Destroy : The wagon
Regards
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
That works partially: I had to delete Trigger3 because otherwise, the army would have deployed twice, and I changed the fire event to trigger 3 to trigger1 to repeat the sequence. Nevertheless, the most important problem is that the coin wagon should be destroyed each time the army is deployed, otherwise the army will deploy infinite times. Moreover, when testing, I moved the coin wagon away from the cinematic block area to stop the effect, but when I bring it there again, or if I bring there another coin wagon, nothing happens. I can't explain why...
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Subject:
Re: < < Scenario Design - Question Thread > >
I made a few changes in my sequence..
You need to have the wagon deploy part of this trigger looped..That will keep the wagons comming and the whole sequence going..In my sequence..I intended for the Army to be deployed at the end of the sequence..In other words..The wagon is deployed in trigger1..In trigger2 it is moved..When it reaches the point where it's advanced to..Trigger3, then deploys the army..(no need to fire event back to 1)..All you'd need to add to trigger three is a way to get rid of the wagon when the armies deploy..I'm not too sure what you're doing here.. If you wish.. Post your sequence and maybe we'll be able to solve the mystery.
Regards
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
AH ok, now I understood... However, I don't need to spawn the coin wagon because thanks to a little protox modification, I can train it at town center, so the sequence I tried is: TRIGGER1 active - loop condition:timer 1 condition: units in area (unit: SPCWagonCoin \ center unit: a cinematic block) effect: army deploy: my army Fire event (to trigger2) TRIGGER2 nothing condition: timer ms (1) effect: damage unit in area (SPCCoinWagon) damage:100 Fire Event (to trigger1) In spite of this, The Coin Wagon doesn't die, and I can't use the destroy effect because I should select a certain unit.
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Subject:
Re: < < Scenario Design - Question Thread > >
In spite of this, The Coin Wagon doesn't die, and I can't use the destroy effect because I should select a certain unit.
Yes.. I understand now..In your second trigger..In the effect damage unit in area..Did you try "unit" instead of spc coin wagon?.If that doesn't work..Try another type of wagon?.At any rate make sure you're selecting the correct unit in the effect..Sometimes the names displayed aren't the correct proto name.
A side note : If all else fails..Sometimes certain effects don't seem to work in the same trigger..Don't hesitate to move them to another trigger or add another trigger to the sequence.
Experiment!
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
Solved! It seems strange, but the SPCWagonGold seems immortal... The damage units in area effects didn't affect it... So I used the XP Jeff Wagon (Gold) and set it as the protounit to damage, and this time it worked, thank you for support!
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Subject:
Re: < < Scenario Design - Question Thread > >
Great news.. Glad to see it now works..
I studied your sequence a little..I made a few changes.. let me know if it works?
Trigger1
Active:Loop
Condition Timer (5)
Effect: Units in area (spcWagonCoin) Ctr. unit cin block
Effect: Fire event (to trigg.2)
Trigger2
Nothing
Condition: Always
Effect: Damage units in area : spcWagonCoin : 100
Effect: Army deploy: Your army
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: < < Scenario Design - Question Thread > >
Happy to see that camo90..
I messed with this trigger sequence all day..I can't get the spcxp Jeff Wagon Gold to die?. All goes well in this, up to trigger two..If you get a chance..Check it out..Maybe you can find what I'm over looking?
Trigger0
Active : Loop
Condition : Timer (30)
Effect : Army deploy : Plyr1 Army11 : spcxp Jeff wagon gold :1
Condition : Fire event (To Trigger1)
Trigger1
Nothing :
Condition : Always
Effect : Army move : The above army to a point : @ Cin block
Effect : Fire event (To Trigger2)
Trigger2
Nothing :
Condition : Always
Effect : Damage units in area : spcxp Jeff Wagon Gold at same point as above..At a cin block (the point)
Effect : QVSet : QV1 : Value:1
Effect : Fire event (To Trigger3)
Trigger3
Nothing :
Condition : QVcheck : == : 1
Condition : Army is dead : Plyr1Army11
Effect: Army deploy Plyr1Army12 : 5 : XPMusketWarriors @ Point
**Update**
I altered effects in trigger2..I changed the effect "damage units in area "and used "army kill"..Then In trigger3..I timed how long the wagon took to reach the designated point @ cin block..Then I changed the conditions to only a timer..Then this sequence worked..
I believe it was due to deploying armies at the beginning of the sequence..You have to use a unit in the "damage unit in area" effect..I think that part confused this effect.. I didn't test it with a pre-placed wagon from the start..Then use a move to point effect and drop the army deploy and army move effects..I believe that too may have worked..Let me know?.What you came up with ..If you decided to look into this.
The sequence and all the testing took about four and a half hours from start to finish..A good example of.. Experimenting..I think?
Regards
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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