Can transmissions be activated by the "Bring" condition if the trigger is activated by a computer player bringing a unit to a certain location? Since everytime I use the human players force "brings to a location" for transmission, it only plays for player 1, so I'm wondering if this happens when a computer brings a unit to a location. I'm not sure, though it would save me some work.
QUOTE(Ultimo @ Mar 30 2005, 09:36 PM)
Can transmissions be activated by the "Bring" condition if the trigger is activated by a computer player bringing a unit to a certain location? Since everytime I use the human players force "brings to a location" for transmission, it only plays for player 1, so I'm wondering if this happens when a computer brings a unit to a location. I'm not sure, though it would save me some work.
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Maybe try making them for the players you to hear the transmission. If your using hyper triggers I'm having the same issue myself but it seems that it works if I do it for the players I want to hear the transmission sometimes.
err
| Trigger |
| Description: |
| Transmissions activated by computer player |
|
| Players: |
| ¤ Human Players |
| Conditions: |
| ¤ Computer Player brings at least one "unit" to "location" |
| Actions: |
¤ Remove 1 "unit" at "location"
|
¤ Transmission();
|
| ¤ Preserve Trigger |
I'm not sure.. You mean this?
That without the remove unit. Everytime I try to do that a with a human player, only player 1 can see it -_- I think doing that with computer unit will work.
The reason that only one players sees it is because it's the only player you choosed in the 'Players' checkbox list, you should check ALL of the human players that you want them to see the transmittion.
Checking all the player boxes would be the same as checking the whole force with humans player in it, which I do, and I ask the people in-game if they see the text, and they say no.
You should actually check the Force box with the human players in it. I have had this problem too, but with you just checking the Player1, Player2 and so on, only the player that is being brought to the location will see the transmission. So try just only checking the Force box with the human players in it. That should work.

The trigger should look like this:
| Trigger |
| Description: |
| Transmission For Everyone To See |
|
| Players: |
| ¤ Force 1 (Human Players) |
| Conditions: |
| ¤ Force 1 brings at least 1 men to location 'transmission play' |
| Actions: |
| ¤ Play 'Transmission' |
There that should do it. Good luck and hope this helps.

I swear I did that exact same thing and my other players still see do it, I'll just have to test this some more. It'd save me a lot of a switches if that actually worked -_- Or maybe I should start using death counters to activate cutscenes.
Post the map cause it seems like know what your doing. So it must be something else.
set a switch when the force brings a unit to that location
then when that switch is set, play transmission for the force
Yeah Sniper, that's what I do. I just hope I don't hit the string limit that way. I might start using death counters when I need to, only requires one unit. =p
This happened (Well... still does

) to me with music.
I usually use a very crude solution, so here is a cleaner...but harder one.
Hell, I can't think of one right now.
But your problem is the waits. It waits for transmission X to finish, but if it's preserved it keeps waiting. And if it's not it ... keeps waiting.
I hate transmissions.
Use .wav's and waits.
Or...do my crude solution.
Death Counters. *RexyRex shivers