Guest Posted March 30, 2003 i have 4 scuds...and if you trigger them 2 mins later they launch and you lose the game, but if you kill them and go into the trigger zone they still activate scud launch ...How do i stop this? Share this post Link to post Share on other sites
Harnu 0 Posted March 30, 2003 Could you explain your situation a little bit more? I think I understand but I can't really help. Exactly whats going, then I could be precise in helping you. You may just have to use some conditions in the triggers, be more specific and we can help you. Share this post Link to post Share on other sites
Guest Posted March 30, 2003 ok ..thanks, i have 4 scud launchers and this is what i have in my condition in all my scud triggers i have this... "damage (scud1) >= 1" ..without the quotes.(scud1,2,3,4..etc) then in activation i have... "scudestroyed = true" then i have a trigger with "scudestroyed" in the condition and scud1 action ["SCUD Start"] in the activation then in the players init i have this "scudestroyed = false" Share this post Link to post Share on other sites
Guest Posted March 30, 2003 Oh what a tangled web....................... Share this post Link to post Share on other sites
Harnu 0 Posted March 30, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">then i have a trigger with "scudestroyed" in the condition and scud1 action ["SCUD Start"] in the activation<span id='postcolor'> Why would you have a scud starting in the activation field if the scud is destroyed ( as recognized in the condition field)? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">then in the players init i have this "scudestroyed = false"<span id='postcolor'> Why did you put that in the init line? Share this post Link to post Share on other sites
Guest Posted March 30, 2003 because im not a scripter and thats why im asking for help ..... Â Share this post Link to post Share on other sites
Guest Posted March 30, 2003 Before this game came out i was quite happy polishing my trumpet..... Share this post Link to post Share on other sites
MintyBoy 0 Posted March 30, 2003 To start, I can't remember the Scud anims, so you'll have to look them up elsewhere. As for the timings, you need a trigger that sets a timer off. Say a "present"- "west" trigger for when your guy gets close enough to set the ball rolling. Make sure you've clicked the [advanced] button in the top right-hand of the editor screen. In the trigger's "coundown" fields for MIN, MAX and MID put 120 (seconds= 2 mins). In the "On Activation" field put a variable name (say, "timer" to keep it simple ). Now you need 4 additional triggers with: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getdammage scudx >=1) AND timer<span id='postcolor'> in the "Condition" field. Replace scudx with each scud's name in turn for each trigger. In the "OnActivation" field for each trigger, put the action/anim you want to play and setup any variables you need (like for "game ends" etc). This way, you get a countdown that affects all of your missile sites, which then checks each individual site to make sure it's alive and able to fire. If I'm not clear enough, let me know and I can go into further detail. Share this post Link to post Share on other sites
Guest jacobaby Posted March 30, 2003 To fire the scuds after a set time, you can use the reserved variable "time" that starts from the start of the mission. So in the condition field to fire them up after FOUR minutes </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> time == 320 <span id='postcolor'> You can combine that with an extra condition that will stop the action if the scuds are dead. So it becomes; </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> time == 320 && (alive SCUD1) <span id='postcolor'> Now if you do a trigger like this for each scud, you can vary the start up times slightly, which will look more dramatic. Hope that helps a little.... Share this post Link to post Share on other sites
Guest jacobaby Posted March 30, 2003 Hmm, sorry, just re-read your original post. Add to the condition field of the trigger which fires the scuds a line which cancels the trigger if the scuds are dead. eg Trigger is WEST PRESENT And in the condition field; </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && (alive scud1) or this && (alive scud2) etc etc <span id='postcolor'> In the onactivation field you have a line which will not fire a scud from a dead machine (ididnt know they still could?) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? getdammage scud1 < 0.8:FIRE SCUD line etc <span id='postcolor'> Does that help more? Share this post Link to post Share on other sites
Guest Posted March 30, 2003 Thanks jacobaby that was just the ticket i owe you a pint...... thanks guys.. Share this post Link to post Share on other sites