New triggers FieldMarshal

Things that did not fit to the other parts
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Field marshal Mick
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New triggers FieldMarshal

Post by Field marshal Mick » Mon Feb 25, 2019 7:56 am

Ok, to explain what I am going through. I am doing a convoy scenario and I want to make a shortcut where if you keep in formation you will not be attacked. The moment formation is broken you will be located and attacked. I have tried "objects in area" and ,"object1 or player1 beside or in area " and every other way I could think of. The only way I could get the desired results is to individually set each unit to "object in area" , because I want to make a safe passage to the destination I have to make separate areas that will trigger the enemy. I had also wanted to have the condition of all surviving units must arrive at the destination point to win. And I have a few units that must survive or you lose. I had wanted to have an air escort that would not set off the triggers and disappear after it's range limit. This escort could also reappear when the convoy is back in range at the end. I estimate over a hundred trigger entries to do my original idea. I have it reduced to half that but would like to be able to do as much as I can.
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Stratego (dev)
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Re: New triggers

Post by Stratego (dev) » Mon Feb 25, 2019 9:30 am

sorry but we will lost in this this way, this thread i was about to find out what doomsday wants - and identify the trigger conditions and trigger effects he needs.

as an end result i wanted to make separate "threads" of this conversation if we come to a conlusion, so if u need specific condito or effgect, try to split them into topics for each request (one can be easy to implement other can be hard)

so i suggest you to
a) if u can split up your trigger needs, than make separate topics for them
b) or make a single topic like trigger needs of Field marshal - and same way as here we can extract which new effect/conditions you will need as an end result - this waay we can find out the separate things to implement.

--------------
ok i have made the separate fieldmarshal topic here.

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godOfKings
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Re: New triggers FieldMarshal

Post by godOfKings » Sat Mar 02, 2019 4:38 am

The easiest way I think is to create condition for the area where if any of Ur units enter the enemy units will b activated

I do it a lot of times, if player goes wrong way enemies will mow down upon him and he has to die many times b4 he learns the right way that is safe

If u can smartly place the danger zones (the area in which player owned unit enters will activate enemy soldiers) in triggers then u can cover a large area of danger zones in a few triggers

The trigger I use is Cond:objs in area
And I specify only one object belonging to player will activate trigger
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Field marshal Mick
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Re: New triggers FieldMarshal

Post by Field marshal Mick » Mon Mar 04, 2019 12:47 am

Yes but I want to have it where if any of player1s units cross the line it will alert the enemy. The only way I have figured it to work is to individually set each unit with object in area. I was looking for a new condition like
" player nr in area" to save steps if possible. I could be missing something but as I stated before I tried every way I could think of.
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Stratego (dev)
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Re: New triggers FieldMarshal

Post by Stratego (dev) » Mon Mar 04, 2019 4:41 am

i think Godofkings ment that he can set a condition (o fire trigger) using not individual units, but any units of the given player.

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godOfKings
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Re: New triggers FieldMarshal

Post by godOfKings » Mon Mar 04, 2019 9:01 am

Use cond:objs in area

Write 1 in number of units and give player number

KEEP THE OPTION FOR SELECTING WHICH UNIT BLANK

then only specify which area player controlled unit cannot enter

Then condition will become any 1 unit belonging to player number entering this area will activate trigger
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Field marshal Mick
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Re: New triggers FieldMarshal

Post by Field marshal Mick » Mon Mar 04, 2019 9:29 am

I think I tried that and it would not work. I would get a trigger error notice when I tried to send to the Own Maps page for testing. I will give it another try but it is not important as I did find a way to do that I wanted. The idea was from the other topic that this one was started from.
He who gets there Firstus with the Mostus

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Field marshal Mick
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Re: New triggers FieldMarshal

Post by Field marshal Mick » Mon Mar 04, 2019 9:36 am

I have to figure out how to put detail into a Sprite before I go further anyway. But that is a different topic.
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