How do you make the automated doodads react negatively to your presence? I'm making a Installation map, and I wanted to have opposing guns hidden in the floors like they do in the missions, but when I made them, they were on my team. That took the punch out of the level. Do you know how to do this?
There are multitude of things in which can be confusing about the installation tileset traps:
STEPS:
- First, you have to be aware that traps have two states: the enabled and disabled states. *NOTE: Disabled traps do not attack units*
- Secondly,You can double-click on a favorable trap to toggle its state. In the campaign editor, the enabled traps are visible but the disabled traps look like a normal wall or floor tile. You can drag and select while in the doodad layer to find any disabled traps within an area.
- Thirdly, traps are like doors, the traps can be enabled or disabled using the "SET DOODAD STATE" action.
- Next, each trap has a designated owner; whichever player was selected when the trap was placed is ithe traps owner. The trap therefore retains the controled properties *NEUTRAL, RESCUABLE, COMPUTER, HUMAN* of the traps current owner. Unfortunately, once the trap is placed in the map, there is no way in the Campaign Editor to change or even determine which player owns the trap. It remains permanent.
TIPS:
- Human controlled traps will not attack allies of the human player.
- Rescuable traps will not attack but can be rescued by human-controlled units.
- Neutral traps will not attack anyone.
- If a side ia defeated, its units and traps become neutral, (I.E. they will not attack. Since traps do not count as units and the default triggers in an installation map include Condition: "If current player controls 0 or fewer men" Action: "End scenario in defeat for current player", traps placed for a side with a start location but no units will become neutral.
QUOTE
Unfortunately, once the trap is placed in the map, there is no way in the Campaign Editor to change or even determine which player owns the trap. It remains permanent.
With a special editor like X-tra, you can modify their state, player owned, hp, etc.
And about the doors, how do you get those to open for enemy troops? Do you have to use location controls?
The same way you would do it for any player.
Players: All (or whoever)
Conditions: Current player brings at least 1 Men to "Door"
Actions: Disable Doodad State for Door Type at "Door" for "All Players"
-Preserve (unless you want it left open)
And to reclose the door when nobody is there...
Players: All (or whoever)
Conditions: Current player brings at most 0 Men to "Door"
Actions: Enable Doodad State for Door Type at "Door" for "All Players"
-Preserve (unless you want it left open)
Leave out both preserves to make the door open only once, then close forever.
I shall try it.

(later)
Well, when placing Doodads taht fire, if using a common editor, IE not one that allows you to place them yourself anywhere, it works like fog of war. Whoever you are using in the control panal, Normaly Player 1, gets teh doodad that fires...There that help?
So theoretically you could have a doodad war? That would be interesting... :eyebrow:
Or you could do a massive maze....
Have 4 different beacons, each one opens a different type of door while closing the other 3 types.
Hmmm... idea spawning...
I did something like that in AoE2. It was crazy. Almost the entire map was walls, with gates everywhere. I put in triggers all over the place, and different ones would open and close different doors. I never put it into circulation though. I doubt I still have it. <_<
Yeah, i started on a map like that, but stopped after it became clear with the limit on locations, even with them moving around, i wouldn't have a great map.
248 locations were used for the Doors. I used all four types, and they started on the first, with minor explosions and such around, plus trying to reach the hidden objective that moved...
They once a round was done, you did hte next one. I simply did a preserve trigger/switch combo...Or in lame terms, so that when i switched it, the locations ran around the map making themm all down or up...And so on...Four rounds...can't do anymore really...
It just makes it too complicated to be any fun.
Hmm.. complex = complex level = complex = ? = blank