Trigger 1: Buggy
- If each player has a their own buggy then this you should make this trigger for all those players and use current player instead of player 1. This will save you time however it assumes all the players would buy their buggy at the same place.
Trigger 4: !!!
- “All units in my map except the buggy” isn’t a field name. If you can have different units like for weapons or something then you should use “bring at least 2 men” instead of making a copy of the trigger for each player. Then for the action you could ither give the tank to another player first or move all men to ‘buggy’ then move the tank back to ‘buggy*’.
Trigger 5: grrr
- This trigger contradicts your previous trigger. If you move the men to the ‘buggy*’ location then they will just be teleported back to the inside by the “!!!” trigger, then back outside for an endless loop.
Add a condition to this trigger “switch 1 is clear”, add the action “set switch 1”. Then add another trigger so that if switch 1 is set and P1 brings exactly 0 (non tank) to Buggy* clear the switch and preserve.
Trigger 6: Meh…
I don’t think you need the condition “P7 kills at least one Buggy”. We know it is dead because you don’t own any and you have a guy in the buggy. If I’m misinterpreting your map then you still need to change the trigger. Because kills cannot be subtracted so after it happens once, player 7 will always maintain that kill rendering that condition useless. Instead you should say “Player 1 suffers at least one death of tank” for the only condition. And in the actions set player 1’s deaths back to 0.
PS. I assume you know you need two different AIs to move the nuke. Also you can’t create nukes because they are extended units. However you might be able to preplace it on the map and move (aka teleport it) to the location where the tank is.
Trigger 7: Time to finish
Uhh if the nuke reached the top doesn’t that mean your buggy was killed? So what are you moving?
QUOTE(Falkoner @ May 16 2006, 03:33 AM)
Okay, I'm quite slow so I haven't tested this out yet, but won't the buggy* location be moved to some random place once the buggy dies? Can I get a lil help? should I use hyper Triggers and then makesure that the centering trigger is below the escape pod one?
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No that is one of the few things you did near flawlessly. After the buggy is killed the triggers that move the location will not longer have their conditions met so the location will not be moved to a
seemingly random place
Hyper triggers aren't needed unless you want them for quicker responces. The trigger order between your escape pod trigger and your centering triggers does not make a differance.