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cappiejoe

Trigger deactivation

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I have a scud that once the west enters a certain radius of it a trigger sets it to launch, then when they get a little closer I have another trigger begin a countdown for the scud to start. I want to somehow set it up so that if the west destroys the scud before the start trigger has counted down then the start trigger will be deactivated.

I have destroyed the scud before the start trigger has counted down but the text for the trigger (Missle away!wink.gif comes up even though the missle didn't fly. If the scud action["scud start"] couldn't be carried out because the scud has been destroyed, why does the text for the trigger continue to be displayed after the countdown? How do I make the trigger realize that the scud has been destroyed so it shouldn't finish the countdown or display the text?

Thanks in advance for all answers,

TC

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Guest jacobaby

For your first trigger, have that operate the countdown.

in its ON ACTIVATION put something like this;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

westdetected = true

<span id='postcolor'>

then, in the firing trigger you need an extra condition 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">

westdetected AND (alive SCUDNAME)

<span id='postcolor'>

That way if the scud is dead, the 2nd trigger cannot activate.

It works by making a variable true at the end of the countdown. When the 2nd trigger senses that variable to be true, it will activate, on the condition that the scud is also alive.

TJ

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What you need to do is have the countdown trigger set a variable off (say, "launch", for example). Have a seperate trigger that has this in it's condition field:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> launch && (alive scud) <span id='postcolor'>

and whatever you want the launchscript to be in it's on activation field.

Your countdown trigger will now set off the second trigger only if the scud's alive.

Edit- Jacobaby beat me to it, it seems. biggrin.gif

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