Trigger help

Put here any discussion that does not fit to the specific forums.
Post Reply
scottieblueeyes
Posts: 16
Joined: Wed Jan 25, 2017 1:09 am

Trigger help

Post by scottieblueeyes »

I've looked at a lot of help and tutorials on the subject, but I'm having trouble trying to make a trigger for a map I've designed. What I'm trying to do is around turn 50 create a trigger that enables all buildables in a game that starts out with no upgrades allowed, or one that enables just a couple of buildables like castles and heavy catapults. It seems that once no upgrades are chosen at the start menu that there's no way to make a trigger that allows blocked buildables and research.
User avatar
Puss_in_Boots
Posts: 3209
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Trigger help

Post by Puss_in_Boots »

I believe I have read a post about this trigger. I remember COOLGuy saying you are supposed use an effect to clear all buildables first, and then you put all those "Enable Buildables effects" as favored in the same trigger. :|
OLÉ
tamtam12345
Posts: 766
Joined: Wed Mar 30, 2016 8:41 am

Re: Trigger help

Post by tamtam12345 »

Sorry.I don't know how to use that trigger in this situation.
I also want to know how to do that. :)
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: Trigger help

Post by Stratego (dev) »

Puss_in_Boots wrote:I believe I have read a post about this trigger. I remember COOLGuy saying you are supposed use an effect to clear all buildables first, and then you put all those "Enable Buildables effects" as favored in the same trigger. :|
yes this is the good way to do
scottieblueeyes
Posts: 16
Joined: Wed Jan 25, 2017 1:09 am

Re: Trigger help

Post by scottieblueeyes »

That's how I ended up doing it. Kind of a pain, but it's doable.
Post Reply

Return to “Other discussions about the game”