Why wont this work? the switch wont work because of the condition?
Conditions:
Bring a marine to the beacon 1
Actions:
Set Switch 01
Preserve trigger
----------------------
Conditions:
Switch 01 set
Bring a marine to beacon 2
Actions:
Kill marine at beacon 2
Clear Switch 01
Preserve trigger
Um, that should work fine. Basically, if you walk a marine to beacon 1, then another (or the same) marine to beacon 2, the marine at beacon 2 dies. Is that what you are trying to accomplish?
No. There is only 1 marine. Basically the marine have to go to beacon 1 then go to the beacon 2.
Does the 2 beacons touch each other ?
Well, that should work fine. In order to get the marine killed at beacon 2, you have to bring it to beacon 1 first. That's what you want, right?
QUOTE(Noober @ Jul 7 2006, 08:23 AM)
Well, that should work fine. In order to get the marine killed at beacon 2, you have to bring it to beacon 1 first. That's what you want, right?
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That's exactly what the effect of these triggers is...
QUOTE(Ren @ Jul 6 2006, 10:45 PM)
Why wont this work?
Here's a test map, it worked perfectly for me.
First, ur preserving the trigger for no reason, and i still dont understand what ur trying to do, when a marine goes to beacon 1 and beacon 2 the switch clears? I tried to do a test map just like killer kow did, it worked perfectly, try to recheck ur triggers and see if u didnt mess something up, it should be a simple silly mistake:D
The Preserve trigger actions are needed so the trigger can run more than once...
The way you wrote out the trigger looks fine.
-Relook over the trigger for stupid mistakes.
-Check your locations also because you may of accidently unchecked the ground part of the location or something.
-Is their anything else in the trigger that u didn't write?
GL
QUOTE(Killer_Kow(MM) @ Jul 7 2006, 02:56 PM)
The Preserve trigger actions are needed so the trigger can run more than once...
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Yes, u said the marine goes from beacon 1 to 2. If they had to restart the same trigger again, you would put Preserve Trigger. If its not, take off Preserve Trigger. It shouldwork then Are there anyway to tell how many unit are in a drop ship?
QUOTE(Ren @ Jul 7 2006, 01:51 PM)
Are there anyway to tell how many unit are in a drop ship?
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i do believe you should of made your own thread and im pretty sure you can detect it but not entirely sure how to set it out but itll have something to do like bring unit to dropship (dropship is air aswell as ground) then it shud detect but as for detcting like all the units inside of it and identifying them im not entirely sure can be done with like 1 trigger but please anyone correct me if im wrong
QUOTE(Shocko @ Jul 7 2006, 05:57 PM)
(dropship is air aswell as ground)
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I think it's air only.
You would detect how many units there are using the bring condition. Just remember, it's in the air, and the dropship counts as a unit, too.
QUOTE(Noober @ Jul 7 2006, 02:01 PM)
I think it's air only.
You would detect how many units there are using the bring condition. Just remember, it's in the air, and the dropship counts as a unit, too.
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does it really matter if its groun AND air as opposed to just air i mean sure if he doesnt want to detect the ground ones aswell then he can tick ground off but he didnt specify that so why change it??
I think what shocko said is true, prolly works for ground and air:D Plus: ur maps seem strange, is it some sort of puzzle map, or what exactly are you trying to make?
QUOTE(Shocko @ Jul 7 2006, 05:02 PM)
does it really matter if its groun AND air as opposed to just air i mean sure if he doesnt want to detect the ground ones aswell then he can tick ground off but he didnt specify that so why change it??
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Because its more specific, most of the time if you can be more specific you should be inorder to narrow down possable bugs. Like If you use a air/ground location to detect how many units are in the drop ship you have no idea if the units are actually in the dropship or not. However if you use air only then the only way those ground units can be at the air location is to be in a dropship so your possablity of error is virtually zero.
all i can say is "if it ain't broken, dont fix it" in which case if it doesn't cause any bugs with ground enabled no point taking the ground things off but i see where your coming from and id totally understand but he hadn't left any specifics so its best to just tell him to leave it how it is really coz that can create bugs later in the game if he tries detecting ground their too...
Thanks for the help. i found another way to do.
QUOTE(Shocko @ Jul 8 2006, 09:40 AM)
all i can say is "if it ain't broken, dont fix it" in which case if it doesn't cause any bugs with ground enabled no point taking the ground things off but i see where your coming from and id totally understand but he hadn't left any specifics so its best to just tell him to leave it how it is really coz that can create bugs later in the game if he tries detecting ground their too...
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Well how about make sure it is made correctly because you may not even know if it is broke. Part of being a good mapmaker is reconizing potential bugs before you find.
And if he didn't leave any specifics it would be better to tell him to use air only because it could be assumed that your dropship might fly over a ground unit once in a while or unload one, thats not unreasonable at all.
bleh i say were both right
but i think its fair to say he wasn't specific enough so w.e now hes figured it out sumbody lock this :s
Please do not reply to this stop. case closed
Close it then...