
ok you have a time limit.... and if it runs out you loose sounds simple right?
but the time limit is based on if you destroy all the Anti-aircraft guns then the timer woudnt matter right?but lets say they destroy the anti-aircraft guns and the timer runs out after you destroyed the anti-aircraft guns and you still loose!! but you destroyed the anti-aircraft guns... how am i going to get this right?
I believe this will work:
Set the player to lose when the map timer reaches exactly :01 seconds.
If the player completes the objective, set the timer to :00, and then the timer will simply go away.
Feel free to correct me.
Have it set like this.
Switch(whatever) is enabled
Start Countdown timer.
....
Current player kills all anti-aircraft-gun
Disable switch(watever)
I think that would work.
I dont think so cause then the timer keeps going, and though it will eventually end it will still be up there as a distraction. That is, unless another timer is immediately activated.
So do you want the map to win when you destroy all the guns befor the time limit?
If yes this could work:
1st trigger
Con:
Always
Action:
Modify Countdown Timer: "Set" "duration" seconds.
2nd Trigger for winning the map:
Con:
Elapsed scenario time is at least 0 game seconds.
Player X has suffered exactly 5 deaths of Anti-Gun.
Action:
Display for current player: You win
Wait 1250
End scenario in victory for current player.
Or if you destroy the guns befor time limit runs out:
Con:
Player X has suffered exactly 5 deaths of any unit.
Action:
Display for current player:You Win
Wait 1250 seconds
End scenario in victory for current player.
Or has my narrow understanding Defied me again?
see this is what i want.when you destroy the anti-aircraft guns later a new mission obj comes/.
In that case you could use FaZ-'s way I think it would work.
Players: Whoev
Conditions: Countdown Timer is at most 2 (will explain the 2 later) seconds
-Player X commands 5 AA Guns
Actions: Defeat
The 2 seconds on the timer is to compensate for not having hyper-triggers. If you put at most 1, the second may pass and timer will go out before the trigger can fire. (it's happened to me before)
Players: Whoev
Conditions: PPL kill at least 5 AA Guns
Actions: Set Countdown Timer to 0 Seconds
That kills the timer so it gets out of the way. That's optional.