11.03.2009, 07:44:23
A vehicle starts off trying to make it to a waypoint. If the vehicle is destroyed then a timer starts (long timer) If the train arrives then a shorter time starts. Once the timer starts, there is a second objective. The second objective is to capture a certain building. Once this is done the both timer triggers are destroyed and a longer timer is started. If the building is destroyed then both triggers are destroyed and a shorter timer is started. When the building is captured a team is created to destroy the building. The player has to defend the building.
3 countries A, B, C
A & C are allies, but C doesn't have any part in the mission except for the vehicle
vehicle move (T1) Works
house C
Event: 13 elapsed time
Action: 4 create team
vehicle destroyed trigger (T2): Works
house C
Event: 7 destroyed
Action: 27 set timer, 23 timer start, 21 play speech
vehicle arrives vehicle reaches trigger: (T3) Works
house C
Event: 1 entered by : vehicle owning country
Action: 27 set timer, 21 play speech, 23 timer start
(This is the part that fails)
Building Captured (owner civ) (B1)
Event: 1 entered by : AI player
Action: 12 destroy trigger T2, 12 destroy trigger T3, 27 Timer set, 23 Timer start
Building Destroyed (by computer) (B1)
Event: 1 entered by : player country
Action: 12 destroy trigger T2, 12 destroy trigger T3, 27 Timer set, 23 Timer start, 4 Create team
I have tried different variations and I get an IE Error.....006EA6AE. Nothing seems to work, including using this tutorial by CannisRabidus.
RA2/YR: Attaching Multiple Triggers to the Same Object
by CannisRabidus. Published: 1/1/03. Last update: 9/6/03.
Most experienced mapmakers know how to attach triggers to objects (or teams) on their map. A problem develops when one wants the same object to be considered for the events of 2 or more triggers. How does one attach a trigger to an object that already has a trigger attached to it? This short tutorial will tell you how to do it.
The thing you must understand is that you do not actually attach a trigger to an object. What you are really doing is attaching that trigger's tag. So what you need is a common tag for all triggers involved. Let's consider an example where you want to attach 2 triggers to the same building.
Make both triggers, and call them TRIG1 and TRIG2. Now edit TRIG1: in the "attached trigger" field (you thought you would never use this, right?), select TRIG2. Now TRIG2 is attached to TRIG1, so TRIG2 doesn't need a tag anymore -- because it can use TRIG1's tag instead! At this point, open into the Tag Editor and find TRIG2's tag, and delete it. It is no longer needed and its presence would just confuse things. You want to force TRIG2 to use TRIG1's tag.
Double-check TRIG1 in the trigger editor and make sure it is set to Type2 (repeating). You must do this or your multiple trigger arrangement will not work properly. This is because tags can be repeating or not -- not triggers. If the tag was not flagged as a repeating tag, then when the first trigger fires the tag gets "used up", and the second trigger would never fire. After you set TRIG1 to be repeating, you can check TRIG2 and you will see it has automagically become a Type2 trigger as well.
Now double-click on your building, and attach TRIG1's tag to it. Both triggers are now attached to the same building
3 countries A, B, C
A & C are allies, but C doesn't have any part in the mission except for the vehicle
vehicle move (T1) Works
house C
Event: 13 elapsed time
Action: 4 create team
vehicle destroyed trigger (T2): Works
house C
Event: 7 destroyed
Action: 27 set timer, 23 timer start, 21 play speech
vehicle arrives vehicle reaches trigger: (T3) Works
house C
Event: 1 entered by : vehicle owning country
Action: 27 set timer, 21 play speech, 23 timer start
(This is the part that fails)
Building Captured (owner civ) (B1)
Event: 1 entered by : AI player
Action: 12 destroy trigger T2, 12 destroy trigger T3, 27 Timer set, 23 Timer start
Building Destroyed (by computer) (B1)
Event: 1 entered by : player country
Action: 12 destroy trigger T2, 12 destroy trigger T3, 27 Timer set, 23 Timer start, 4 Create team
I have tried different variations and I get an IE Error.....006EA6AE. Nothing seems to work, including using this tutorial by CannisRabidus.
RA2/YR: Attaching Multiple Triggers to the Same Object
by CannisRabidus. Published: 1/1/03. Last update: 9/6/03.
Most experienced mapmakers know how to attach triggers to objects (or teams) on their map. A problem develops when one wants the same object to be considered for the events of 2 or more triggers. How does one attach a trigger to an object that already has a trigger attached to it? This short tutorial will tell you how to do it.
The thing you must understand is that you do not actually attach a trigger to an object. What you are really doing is attaching that trigger's tag. So what you need is a common tag for all triggers involved. Let's consider an example where you want to attach 2 triggers to the same building.
Make both triggers, and call them TRIG1 and TRIG2. Now edit TRIG1: in the "attached trigger" field (you thought you would never use this, right?), select TRIG2. Now TRIG2 is attached to TRIG1, so TRIG2 doesn't need a tag anymore -- because it can use TRIG1's tag instead! At this point, open into the Tag Editor and find TRIG2's tag, and delete it. It is no longer needed and its presence would just confuse things. You want to force TRIG2 to use TRIG1's tag.
Double-check TRIG1 in the trigger editor and make sure it is set to Type2 (repeating). You must do this or your multiple trigger arrangement will not work properly. This is because tags can be repeating or not -- not triggers. If the tag was not flagged as a repeating tag, then when the first trigger fires the tag gets "used up", and the second trigger would never fire. After you set TRIG1 to be repeating, you can check TRIG2 and you will see it has automagically become a Type2 trigger as well.
Now double-click on your building, and attach TRIG1's tag to it. Both triggers are now attached to the same building
Poland's Revenge......... a CAJE production...........release date 1/1/2011