meatmaster46
Mortal
posted 15 September 2018 04:55 AM EDT (US)
hello everyone
i am making a custom scenario and i want to use a timer condition. however the timer condition is only true after the timer is done.
but i want the contdition to be true until the timer runs out.
does anyone know how to do this?
WinterGod
Mortal
posted 15 September 2018 05:20 AM
EDT (US)
1 / 12
You can create a second trigger with a a timer and Disable Trigger, I guess?
When the timer runs out, you can Disable the first trigger.
nottud
Demigod
posted 15 September 2018 08:08 AM
EDT (US)
2 / 12
Yea - I probably use a Quest Var to disable by changing the value of one (the default to 0) using one as a condition. Use a second trigger with a timer to disable it.
meatmaster46
Mortal
posted 15 September 2018 12:43 PM
EDT (US)
3 / 12
disable trigger doesnt seem to do anything.
and set quest var doesnt work either.
right now i have set a quest var to 1 if the conditon of time past has been met. and then add a condition to the other trigger to have the quest var be 0. this should make it so that after the time is past the condition is no longer met and the trigger stops.
but it doesnt work. am i using it wrong?
nottud
Demigod
posted 15 September 2018 02:19 PM
EDT (US)
4 / 12
That should work - are you sure the QV names match? I use that trick a lot.
meatmaster46
Mortal
posted 20 September 2018 05:14 AM
EDT (US)
8 / 12
hello guys,
i still couldnt get the quest var thing to work. but i found a simple workaround.
after i modify the units speed to +10 i just set another trigger with a normal timer that sets the speed to -10. basicly disabeling the trigger in a different way.
it doesnt feel like the best selution but it works for me.
tnx for all your suggetions.
nottud
Demigod
posted 20 September 2018 07:19 AM
EDT (US)
9 / 12
I'll try and remind myself to give you a "worked example" scenario for you so you can look through the solution tonight if that helps.
scragins
Heretic of December
posted 20 September 2018 07:39 AM
EDT (US)
10 / 12
What are you trying to do?
From your ‘work around’ it sounds like you want a unit to have +10 speed for a period of time. Disabling the trigger that granted the speed will not remove the speed. Once fired a trigger will remain active until disabled or executed. A trigger is executed when all (or one if the box is ticked) conditions are true. Once executed a trigger is no longer active and can not be disabled. When the trigger is executed the effects are executed.
This means that for the modify protounit effect to be executed the trigger is executed. That protounit will remain modified for the rest of the game. Disabling the trigger will not undo the effect. Your ‘work around’ is actually the most straight forward way of solving the problem, if I understand your problem.
I think you want a unit to run quickly for a period of time and then return to normal speed.
meatmaster46
Mortal
posted 21 September 2018 10:33 AM
EDT (US)
11 / 12
that was indeed what i was trying to do. i had no idea i couldnt turn modify protounit off. gues i should have specified that.