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[SOLVED] Destroy all units/structs if unit enter celltag
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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri Jun 12, 2015 2:03 pm    Post subject:  [SOLVED] Destroy all units/structs if unit enter celltag Reply with quote  Mark this post and the followings unread

Hi again, i need destroy all units / structures of house when unit enterby celltag.

Any ideas ¿?
Thanks

Last edited by defcom on Sun Jun 14, 2015 12:49 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 12, 2015 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

not possible with triggers, since there is no Action "Destroy everything from player X"

The only thing you can do is set "Short Game" and give only 1 building BaseNormal=yes, all other no. Then destroy that building with a trigger.

basically the same way as answered in this topic of yours

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri Jun 12, 2015 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank for reply, can i set Short Game in INI settings ¿?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 12, 2015 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

no.
That setting comes from the multiplayer dialog, not from the map or any other ini.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri Jun 12, 2015 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

ShortGame works in multiplayer game ¿?

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Fri Jun 12, 2015 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes

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defcom
Vehicle Drone


Joined: 24 May 2015

PostPosted: Fri Jun 12, 2015 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Them dont work, because i try and nothing happens.

For example, in attached map (for test choose start position 1):

[MCV]
BaseNormal=no

[GACNST]
BaseNormal=no

[GAPOWR]
BaseNormal=yes

When game start put infantry in celltag and GDI Power Plant will destroy, after the game should end, but does not stop until it destroys the MCV or the yard.

I'm doing something wrong?
Thanks




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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Jun 12, 2015 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

They may need

Insignificant=yes
Nominal=yes

added. I also don't know if these key are loaded from maps...

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jun 13, 2015 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Insignificant is the key you're looking for, and it is loaded from maps. However, it breaks several logics, for example harvesters cannot dock to refineries that have Insignificant=yes.

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