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PFC Mongoose

Condition problems

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Okay. I have a town East is defending.

Encompassing the entire town, and the space around it, is a trigger, set to 'West Present, Once' and On Activation, sets

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">A1 = true<span id='postcolor'>

Now, I have a bunch of soldiers, who each have aMove waypoint, then Get In waypoints for different stationary defences.

The Get In waypoints are all set to empty defences and empty stationary tanks, and the Condition for all of the to activate is A1.

The problem is, the never go to their second waypoint. A1 never becomes active, even when West swarms into the town and starts mowing down the defenders, becayse they aren't in the defences to give themselves a chance.

What's going on? What am I missing?

I know it's something minor, but it just makes no sense! sad.gif

I tried changing to 'Get In' waypoints to 'Move' weaypoints with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">This getingunner [insertvehiclenamehere]<span id='postcolor'>

and yes, all the vehicles are named, but the problem seems to be, even when West are Present in the town, A1 doesn't become true.

This is very frustrating and I just can't figure it out.

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To make sure that your trigger is activating make the west present trigger also run a hint:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">A1 = true; hint format ["A1 = %1", A1]<span id='postcolor'>

Did you make A1 = false at the start of the mission? And how are you checking for A1 to become true?

RED

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Did you make A1 = false at the start of the mission?<span id='postcolor'>

No, I didn't.  I just went with the 'How to activate a trigger with another trigger' question from the FAQ.

Would it work to simply put

On Activation

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> A1 <span id='postcolor'>

instead?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And how are you checking for A1 to become true?

<span id='postcolor'>

By putting myself as an East player inside the town, and watching to see, when West enters the city, if the defenders man the defences like they're supposed to.

Kind of pimitive, but I didn't really know how to use hints, or anything like that.

I've read tutorials, but I guess I'm a bit of a slow learner, because it seems I don't retain most of the information they present.  sad.gif

I'll try this, though.

Edit: Well, know I know that indeed, the A1 trigger is activating, but, the soldiers still aren't manning the defences.

I tried changing the A1 = true in the Activation line to just A1, but it didn't seem to work.

So, I'll try setting a trigger at the beginning that says A1 = false.

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Well,

As you posted it it should work just fine

Another thing you can do is make the trigger a "Switch" and syncronise that trigger with the "move" waypoints for the units.

No need to put in the variable then.

So keep the trigger how it is now, delete the A1=true part and delete the A1 condition in all the move waypoints, instead sync all the 1st move waypoints with the trigger.

That should work fine.

One extra tip, would be more realistic if you made the trigger activate on =>West - detected by east.

Would be strange if you sneak into the town and them rushing for their tanks before a single soldier has spotted you  wink.gif

Hope this helps,

Cheers

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ April 14 2003,09:55)</td></tr><tr><td id="QUOTE">Well,

As you posted it it should work just fine<span id='postcolor'>

Yes, it should. That's why I'm so confused as to why it isn't. sad.gif

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Another thing you can do is make the trigger a "Switch" and syncronise that trigger with the "move" waypoints for the units.

No need to put in the variable then.

So keep the trigger how it is now, delete the A1=true part and delete the A1 condition in all the move waypoints, instead sync all the 1st move waypoints with the trigger.

That should work fine.<span id='postcolor'>

I'll try the A1 = false thing at the beginning, first. If that fixes it, then, well, yay. smile.gif

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">One extra tip, would be more realistic if you made the trigger activate on =>West - detected by east.

Would be strange if you sneak into the town and them rushing for their tanks before a single soldier has spotted you wink.gif

Hope this helps,

Cheers<span id='postcolor'>

If it was a stealth mission, that what I would havve done. But the stealth missions are why I could never finish the campaigns (I've read walkthroughs, read tips and strategies, and attempted Interdiction dozens upon dozens of times. I'll never beat it. sad.gif ), so all my missions are about force-on-force.

In this case, an American Armored unit is trying to push through three fortified cities, you have a squad of Abrams, three squads of mechanized infantry, and three squads of infantry in trucks. The idea is they hear you coming. wink.gif

I can get around the trigger business to soem degree by starting the defenders inside the weapons, but then you lose those fun few seconds of driving into the town, and seeing Soviets scrambling left and right for the defences, before peppering you with fire.

Also, as you drive past certain intersections, small squads of Soviets are supposed to 'hear you', jump in empty vehicles and follow you, thus adding some difficulty (flanking).

But, again, they never actually get in the vehicles, so, I dunno. sad.gif

Well, I'll try the A1 = false, then I'll try syncronizing, then, if that doesn't work, I dunno. Myaybe my compy of thee game is messed up. sad.gif

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The variable isnt made from mission start.

So A1=false isnt going to help i m afraid.

Except if you got in the init file that the variable is true.

My guess is you have a small fault in you detection trigger.

Side : West

Present

once

type : none

On activation "A1=true"

In the on condition fields of the first waypoint of the units

"A1"

All without the "".

If the west forces have waypoints you can also make the variable activate on a certain waypoint.

For instance put in the last waypoint before the town the "A1=true" in the on activation field of the waypoint.

Also, if you go into the detection trigger and you go to effects ( left bottom button ) put in a text. "trigger activated" so you can see the trigger activates or not.

Cheers

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC Mongoose @ April 14 2003,08:38)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">A1 = true<span id='postcolor'><span id='postcolor'>

Instead of comparing boolean value to true use the boolean value itself:

Condition:

A1

Moreover, comparion is not done by =, but by == (double =).

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