Help with triggering

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DoomCarrot
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Help with triggering

Post by DoomCarrot » Wed Jun 22, 2016 1:59 am

Ok, so I'm coming across an issue in my next campaign map...

The enemy is supposed to attack sneakily. Thus, the map is on (fog). However, the ally AI is somehow able to sense the presence of enemies in the woods, and moves their forces towards the hidden troops, giving away the enemy's position to the player.

Thus, is there any sort of trigger or way to keep AI from "seeing" through fog? Just curious. If not, I'll find a workaround, butnthis is irritating me. :lol:
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COOLguy
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Re: Help with triggering

Post by COOLguy » Wed Jun 22, 2016 2:32 am

Not that I know of -

Maybe if you disable them until the enemy is within a certain area?
Thanks!
Josh

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Re: Help with triggering

Post by Stratego (dev) » Wed Jun 22, 2016 5:39 am

or do not put enemy there until you want them to be seen.

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COOLguy
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Re: Help with triggering

Post by COOLguy » Wed Jun 22, 2016 12:39 pm

Daniel (the dev) wrote:or do not put enemy there until you want them to be seen.
+1 :D better idea
Thanks!
Josh

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DoomCarrot
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Re: Help with triggering

Post by DoomCarrot » Wed Jun 22, 2016 1:30 pm

Duh. :roll:

Thanks, Daniel. TBF, it was late at night when I was struggling with this. My processing speed wasn't at 100% :lol:
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tamtam12345
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Re: Help with triggering

Post by tamtam12345 » Wed Jun 22, 2016 2:13 pm

You can disable them first so they can't move and attack.Then you can set "objs in area""objs enable".

Another method is spawn emeny units"create objs in area" when your objs in certain area.

Or you can just change emeny objs speed.

I find sth interesting.Even I change all emeny sight be 0,they all become blind but they still can move towards you. :)

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DoomCarrot
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Re: Help with triggering

Post by DoomCarrot » Thu Jun 23, 2016 3:37 am

Exactly, sight does not affect the AI. Even if you have one disabled enemy unit in the corner of the map, the AI will move straight towards it.

AI have radar. :lol:
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DoomCarrot
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Re: Help with triggering

Post by DoomCarrot » Thu Jun 23, 2016 3:48 am

Ok, it seems that (Eff. Change Obj. Armor/HP/Attack) triggers don't work. I have tried all three, double checked to make sure they are all good, and none of them work. However, change obj. name works fine. Anyone else have this issue?
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tamtam12345
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Re: Help with triggering

Post by tamtam12345 » Thu Jun 23, 2016 4:42 am

seems no problem.

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DoomCarrot
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Re: Help with triggering

Post by DoomCarrot » Thu Jun 23, 2016 1:49 pm

Ok, I'm going to try to redo the trigger and see if I can get it working. If not I'll take screenshots for proof lol.
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merwin352@gmail.com
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Re: Help with triggering

Post by merwin352@gmail.com » Wed Sep 28, 2016 4:00 pm

I was very excited(and over ambitious) when I saw triggers....I wanted to make a maze were enemies would trigger as you walk spun and story was rescuing your brother from abandoned house... I just couldn't get triggering to work as expected :oops:

tamtam12345
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Re: Help with triggering

Post by tamtam12345 » Wed Sep 28, 2016 4:10 pm

merwin352@gmail.com wrote:I was very excited(and over ambitious) when I saw triggers....I wanted to make a maze were enemies would trigger as you walk spun and story was rescuing your brother from abandoned house... I just couldn't get triggering to work as expected :oops:
Walk spun:Can be done by using obj in area condition.
Maze:Difficult because AI is not too clever. Maybe can activate disable emenies to move and atk when you step in certain area and change your sight smaller?

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DoomCarrot
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Re: Help with triggering

Post by DoomCarrot » Wed Sep 28, 2016 5:32 pm

RPG-like campaign maps are certainly doable with the trigger system. What you said could certainly be done, it would just take a while.

You could even have findable items to change your character type, or make your character level up when you kill enemies. The trigger system is actually very great. :)
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Re: Help with triggering

Post by nguyentrongvan » Thu Dec 15, 2016 2:11 am

Good idea :D
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