conditioning trigger conditions

Any other ideas that does not fit to the specific categories.
Post Reply
FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

conditioning trigger conditions

Post by FiredClay » Fri Jan 22, 2016 6:13 pm

Is there some way to make the trigger conditions work as a false positive? In electrical circuts, it would be a nor\nand gate. How about a condition for the conditions that basically says and/or.
And- all conditions must be met to activate the rest of the trigger
Or- only one of the conditions must be met.
Nor- one condition isn't met
Nand- all conditions must not be met to trigger

The n in nor\nand would stand for negative and would need a negative(false answer) to react

User avatar
Hardeep
Posts: 1121
Joined: Mon May 05, 2014 11:06 pm
Location: Isengard, middle earth

Re: conditioning trigger conditions

Post by Hardeep » Fri Jan 22, 2016 7:58 pm

+80 :D :D :D
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

Image

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Jan 24, 2016 2:22 am

Could this possibly be implemented into game? Or is it too complicated? Could this be helpful at all?

User avatar
TheBluePhoenix
Posts: 1498
Joined: Thu Jul 30, 2015 5:09 pm

Re: conditioning trigger conditions

Post by TheBluePhoenix » Sun Jan 24, 2016 4:09 am

Daniel (the dev) wrote:Everything is possible. Question of time need :)
It is mostly possible
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


User avatar
COOLguy
Posts: 4006
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: conditioning trigger conditions

Post by COOLguy » Sun Jan 24, 2016 5:13 am

btw, it is possible to construct a true/false test now. You just might have to use more than one trigger.
Thanks!
Josh

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Jan 24, 2016 2:56 pm

I know. I've been playing with the triggers to make a map have multiple means to the victory. It has slowed down the maps gameplay though, with all the triggers..

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Feb 07, 2016 7:37 pm

How do I make a false positive?
Trigger activation would work only if the trigger is true.
I want to make a trigger that activates when cond is false.
Last edited by FiredClay on Sun Feb 07, 2016 7:44 pm, edited 1 time in total.

User avatar
COOLguy
Posts: 4006
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: conditioning trigger conditions

Post by COOLguy » Sun Feb 07, 2016 7:44 pm

Make it an exclusive condition.

Meaning :

-Instead of a trigger that is "When trigger is false"
-Make it "When trigger is not false"
Thanks!
Josh

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Feb 07, 2016 7:50 pm

Oh stupid question . I already knew, just forgot I already knew

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Feb 07, 2016 7:57 pm

Truger nr1_
_ cond
_activate trigger 2
_effect

Trigger nr2_
_cond
_de-activate trigger1
_effect

Possibly added if trigger 1 needs to be activated again.
Trigger nr3_
_cond
_activate trigger 1



Cond And cond logic

Trigger nr1_
_cond
_cond
_effect

Or

Trigger nr1_
_cond 1
_effect 1
_cond 2
_effect 2

FiredClay
Posts: 117
Joined: Sat Dec 26, 2015 11:24 pm

Re: conditioning trigger conditions

Post by FiredClay » Sun Feb 07, 2016 8:01 pm

Now I need to remember all the rest I've forgotten
Last edited by FiredClay on Sun Feb 07, 2016 10:23 pm, edited 1 time in total.

User avatar
COOLguy
Posts: 4006
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: conditioning trigger conditions

Post by COOLguy » Sun Feb 07, 2016 10:17 pm

Yeah, I think like that.
Thanks!
Josh

HokanPL
Posts: 342
Joined: Sun Sep 13, 2015 10:37 pm

Re: conditioning trigger conditions

Post by HokanPL » Mon Feb 22, 2016 12:53 am

Great idea

Post Reply

Return to “Others”