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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » Turning Triggers on + off
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Topic Subject:Turning Triggers on + off
FireStone16
Mortal
posted 25 November 2003 08:04 PM EDT (US)         
Hey,

Quick question. What trigger effect to you use to enable a trigger.

using w/ questvar for a repetitve kill trigger(not discussed)

i.e.

Trigger Name: OddKills
..............loop
Trigger Condition: Stat Value: Enemy Units Killed: (values) 1 or 3 or 5 or 7 ect.
Trigger effect: QuestVar Modify: Qv1+1
................(???Enable Trigger???) EvenKills
................Disable Trigger: OddKills

Trigger Name: EvenKills
..............loop
Trigger Condition: Stat Value: Enemy Units Killed: (values) 2 or 4 or 6 or 8 ect.
Trigger effect: QuestVar Modify: Qv1+1
............... (???Enable Trigger???): OddKills
...............Disable Trigger: EvenKills

If anyone has found a way to fit a trigger effect in for (???Enable Trigger???) I would apprieciate it. I'm sure ajcan would also GREATLY apprieciate it also. Thx in advance.
BTW, have u found a better way ajcan???

AuthorReplies:
ajcan
Mortal
posted 25 November 2003 08:30 PM EDT (US)     1 / 6       
You mean enable the stat value part fo the trigger not the trigger in general right? (were you just fire it) Well no I havent found a way yet, Im positive there is no conventional way with the editor but I am pretty sure a real good programming person could do it, it sounds like it wouldent be that hard, its just clearing a in-game variable (kills) (For people who dont get what the heck either of us are talking about, we were wondering if there is a way to use a trigger like stat value at a certain time, for example, to not start counting kills from beggining of game, rather at a certain point, being able to clear the count whenever you want, and start counting again. This way you could use a trigger sitiuation like.....condition:kill count=1 effect questvar+1 second effect clear kill count history. This way it would add one to your quest var every time you got a kill, rather than just the levels you bother to specify) BTW firestone that was a good idea with the "OR" that way you only need one trigger for different levels rather than like 50.
FireStone16
Mortal
posted 25 November 2003 08:42 PM EDT (US)     2 / 6       
Yea, figured that...

found out how, i was looking for fire trigger or activate trigger not fire event....

thx 4 replying....

and im not a great programmer, im only taking QB and just enjoy sitting and using math + logic. I can almost never come up with the answers to the questions till after 20 mins of me posting the question.

Well back to the topic, i figure the after i have the quest variable thing up, i can use the quest var modify to make a second qv such as qv2 so that when qv1=5 then set qv2 to one and fire the trigger to improve the units then set qv2 back to 0.

spbogie
Mortal
posted 26 November 2003 10:49 AM EDT (US)     3 / 6       
You shouldn't name triggers either it messes up the fireing order.
FireStone16
Mortal
posted 26 November 2003 08:22 PM EDT (US)     4 / 6       
spbogie,
.....I used the names only to clarify what the triggers were supposed to do. Also, naming triggers doesn't effect the firing order, in fact using names and trigger groups is benificial so that you dont look forever for a trigger that is incorrect or mistimed. Firing order is determined by first, the priority and then if the trigger is active.
BTW, i am not flaming or anything, just stating my opinion. If anyone wants to disprove anything i have said, plz tell me, i will (almost) always learn from my mistakes.
ajcan
Mortal
posted 26 November 2003 09:50 PM EDT (US)     5 / 6       
Well spbogie is sorta right. Sometimes wierd things happen in the editor were triggers stop working like halfway into the game, and naming triggers IS one of the reasons. This has ruined a whole scenario I made once, so now I dont name any of my triggers, but I just use a ton of groups after for orginization. (not naming triggers has another benifit, after your done scenario put all un-named triggers in one group, and lets see how many newbie designers are able to modify your scenario to "their" version, lol :P)

[This message has been edited by ajcan (edited 11-26-2003 @ 09:51 PM).]

battlestar000
Mortal
posted 26 November 2003 09:54 PM EDT (US)     6 / 6       
it happens only if you make change to trigger name AFTER you've finished the effects and conditions. It never happened to me other than the above situation.
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