Map design - TRIGGERS (eg. if the hero dies)

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COOLguy
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by COOLguy » Fri Jan 01, 2016 3:01 pm

Maybe I told you wrong. :) Sorry.

Here is how it should look:

-condition:
Screenshot_2016-01-01-08-52-05.png
-effect:
Screenshot_2016-01-01-08-52-18.png
Thanks!
Josh

kurt278
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by kurt278 » Fri Jan 01, 2016 3:58 pm

Ow, thanks!

Well, it didn't work... :(
I even deleted the trigger and built it again from scratch according to your screenshots. Nothing happens. I tried making the zones bigger, just in case, nothing happens...
I think my map might be broken somehow, I'll try that trigger again on a new map some time later today. Thanks again.

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Hardeep
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Hardeep » Fri Jan 01, 2016 4:23 pm

kurt278 wrote:Ow, thanks!

Well, it didn't work... :(
I even deleted the trigger and built it again from scratch according to your screenshots. Nothing happens. I tried making the zones bigger, just in case, nothing happens...
I think my map might be broken somehow, I'll try that trigger again on a new map some time later today. Thanks again.
Wait, make sure your obj change owner in, rect. Is not over where the units will be in the match.... that does not work, you must place it OVER the units current position in the mapeditor. Therefore those brought in by triggers will not be affected
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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FiredClay
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by FiredClay » Fri Jan 01, 2016 8:16 pm

I have a question but I'm not sure if this is the place to ask it. You see, I was playing around with the trigger editor and decided to make a unit that is impervious to affecting effects. The stone statue seemed like a good choice so I used the triggers to change owner, attack, movement, actions, range, area effect, and sight but the attack trigger would not work. I'm not sure why. Does anyone have a solution to make this work? I want him to be a bad bad man that must be defeated.

kurt278
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by kurt278 » Fri Jan 01, 2016 11:49 pm

Got it finally to work. :D
Don't ask what I did differently, I don't know, but it is working now consistently.
Thanks to all who spent their time trying to help me!

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TheBluePhoenix
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by TheBluePhoenix » Sat Jan 16, 2016 2:01 pm

Ok i have again started map making and am having the following problem.
I have a trigger creating an object at turn 5 which when killed is supposed to trigger another effect.the problem is that that object is not there actually in the starting. This gives me an error and the trigger shows missing, however if it is used it should work fine.
Any solution?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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Hardeep
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Hardeep » Sat Jan 16, 2016 3:28 pm

No unfortunately, the object MUST be there to begin....
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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TheBluePhoenix
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by TheBluePhoenix » Sat Jan 16, 2016 4:51 pm

But this is a logical error and if this is somehow excluded and the map is allowed to be generated in own maps section then i think it would work perfectly fine
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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COOLguy
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by COOLguy » Sat Jan 16, 2016 5:33 pm

No that trigger references objects that are already present in the map upon launching the game.

But there are two ways for a 'workaround' of this.

1) Having the unit already in place somewhere and instead of the first trigger 'creating' him, have that trigger move him where you want him to be.

2) Having the first trigger that makes the unit activate a second trigger that is 'Objs in area' setting the obj to the certain unit that you are creating, the nr to 0, and the area to the whole map. This basically makes a logical test of whether any of that specific unit is on the map.
Thanks!
Josh

mroziu
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by mroziu » Thu Jul 14, 2016 7:57 pm

Hi guys!
Sory about this question but is there a possibility while "triggering" for example effect: change units stats to select a bunch of units. I ask because I'm trying to make my map and making those triggers for every single unit is really exhausting.
Thanks.

Stratego (dev)
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Stratego (dev) » Fri Jul 15, 2016 1:07 am

Yes, you can use thr area to definr a rectangle and all units in it will change stats.

mroziu
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by mroziu » Fri Jul 15, 2016 5:29 am

Thanks for reply but if those units change their position out of a rectangle will it also work?

Stratego (dev)
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Stratego (dev) » Fri Jul 15, 2016 5:34 am

no, the rectangle will be "observed" for units right when the trigger fires.

only "objXY" marked units are "remembered" on any time during the gameplay.

mroziu
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by mroziu » Fri Jul 15, 2016 7:12 am

Ok i understand now. And the last question: is there any possibility that in future there will be added functions of selecting multiple objects in those effects?

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TheBluePhoenix
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by TheBluePhoenix » Fri Jul 15, 2016 8:00 am

mroziu wrote:Ok i understand now. And the last question: is there any possibility that in future there will be added functions of selecting multiple objects in those effects?
It is already added for most effects ( thanks to my nagging to do them and dev obliging to do so :D :D )
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


mroziu
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by mroziu » Fri Jul 15, 2016 8:44 am

That's good but I guess it isn't in most of effects

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TheBluePhoenix
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by TheBluePhoenix » Fri Jul 15, 2016 3:07 pm

mroziu wrote:That's good but I guess it isn't in most of effects
And they are for instance.. ?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


mroziu
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by mroziu » Sat Jul 16, 2016 9:06 pm

I don't know if you know what i mean becouse of my English but i meant selecting multiple units and the trigger will "follow" those units all the time. I don't know which triggers have this possibility.

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TheBluePhoenix
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by TheBluePhoenix » Sun Jul 17, 2016 5:48 am

I know what you mean .
And the answer to your question is simple - try experimenting with triggers yourself. I learnt it that way
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


Stratego (dev)
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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Stratego (dev) » Sun Jul 17, 2016 6:19 am

mroziu wrote:I don't know if you know what i mean becouse of my English but i meant selecting multiple units and the trigger will "follow" those units all the time. I don't know which triggers have this possibility.
currently all triggers have only a few (objxy, objxy2) registers what can store "units" and can "follow" them if they moved on the map (like the hero that must not die).
So the answer is: "currently none".

And yes it can be implemented, but we are lack of space on the mapeditor screen, and i am not yet convinced it is very much necessary -> please open a topic about the request, and how that should work if implemented, and why it is important for mapdesigners.

thanks!

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Re: Map design - TRIGGERS (eg. if the hero dies)

Post by Stratego (dev) » Tue Oct 31, 2017 9:07 pm

new: on "declare victory" you can add optionally a message to be shown to the player with the "you win" or you "lose" dialog.

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