Im a very noob in that matter XD just trying to do a "simple" momento in the campaing mission.
Ok both awnsers work then? Sorry again to ask but there is a step-by-step to me follow? QUICK_EDIT
I don't see any difference on the effect if additional triggers and local variables are used or not. The powerplants will be destroyed either simultaneous or one by one. The trigger to explode obelisk will activate only after all 3 of those are destroyed.
@WadeSullivan:
For updated FinalSun, use standalone package (or TSClient) to get the Tag option of 1 AND one time. Then update it further from here.
In your map,
- create a waypoint under the obelisk
- create a trigger for that house with Type 1 - AND one time (if you don't have this option, just enter 1 for Type)
- Event, choose 7 Destroyed by any house
- Action, can destroy the obelisk with whatever method you want, by lightning strike or explosion at etc. on the waypoint under the obelisk
- then on the map, double click on the powerplants and set attached tag to the one just created. QUICK_EDIT
1- created the waypoint under the obelisk (N°57)
2- new trigger Obelisk (house NOD, attached trigger=obelisk)
3- events = 7 Destroyed by any house
4- action = 90 Lightning strike at... (action parameter=waypoint, and parameter value=57)
5- 3 powerplants with attached tag = obelisk
6- obelisk attached tag = none QUICK_EDIT
Should be some other problem. Either share the map (in private message if not public) or open the map in text editor and share the code in sections of action, event, tag, trigger and structures. QUICK_EDIT
Should be some other problem. Either share the map (in private message if not public) or open the map in text editor and share the code in sections of action, event, tag, trigger and structures.
Ion cannon strike entry in FSData.ini was corrected in the latest FS patch. So set to wp 57 and try.
The game loads ok, but after shut down the power plants nothing happen.
I got an idea, can i create a new house NOD1 and attached the power plants and the obelisk to that house, should turn off the obelisk after the power plants are down?
And of course make that new house allied to the NOD BASE (original base) and NOD (the soldiers) to not make them attack the new house QUICK_EDIT
I am posting this here as it is possibly Trigger related.
I am working on a single player mission in Finalsun that came with the latest update of the TS Client. Naturally I test the mission again and again as I make changes to it. What I experience, I can no other way describe it: after random changes and saves the mission seems to fire triggers when they not suppose to fire. I meet enemy soldiers on the map where they simply not supposed to be, especially at that stage of the mission.
May be share the modified map and give specific details.
Disabled all AI triggers to see if that helps. I don't need them to think for themselves, I need them to do exactly as told. Last mission run was going OK. I will still update the mission a few times, will involve editing the triggers as well. If it goes nuts again, I'll get in touch. Thanks. QUICK_EDIT
For trigger debugging, you can make map snapshot during gameplay, and look at it with FS to see all units/ buildings enabled triggers and set variables.
To be able to make map snapshot, you need to modify your game exe with game exe modifier and search for something like make map snapshot instead of go to radar event.
If you successfuly modified exe, everytime you press V in game, it will make snapshot.map in your game directory, which is exact map created based on current game. This can be opened in FS.
This helped me a lot, when I needed to observe, if trigger logic I set was correct. QUICK_EDIT
For trigger debugging, you can make map snapshot during gameplay, and look at it with FS to see all units/ buildings enabled triggers and set variables.
To be able to make map snapshot, you need to modify your game exe with game exe modifier and search for something like make map snapshot instead of go to radar event.
If you successfuly modified exe, everytime you press V in game, it will make snapshot.map in your game directory, which is exact map created based on current game. This can be opened in FS.
This helped me a lot, when I needed to observe, if trigger logic I set was correct.
Am I going to see the triggers enabled or the triggers already fired? QUICK_EDIT
You can check if trigger is enabled / disabled or check local variables.
You can add actions at the end of trigger like disabling trigger itself after finishing actions, and enable triggers if needed. I personaly make most of my repeating triggers to disable themselves at the end to make sure it won't be interfered with other events. QUICK_EDIT
Alright, I did not edit the exe as the trigger I was suspicious of was enabled by default and attached to a celltag where the player needs to enter.
But, "lucky" me, just played the close-to-final version of the mission and could clearly see what trigger was fired that was not supposed to. Did not have this chance before. Trigger should not have fired, I was not even close to the celltags. Completed the mission.
I have replayed the mission immediately to completion and now, no issues.
The only difference between the 2 plays, in the first I did speed up the game at certain parts, in the second I was playing at Medium speed all along.
Ideas?
UPDATE: never mind, now it did it with me going again at Medium speed all along. Can it influence things if the map is open in Notepad++ while playing?
UPDATE": I think I got it. Those celltags were also attached to a building. I guess that confused the game. Mission worked fine on last testing. QUICK_EDIT
If you suspect a specific trigger, could share its action, event, trigger and tag entries. Tags are attached to buildings and celltags which has any/all condition set.
Another way is to add text message actions to track triggers whether they are firing or not. QUICK_EDIT
With TSClient, you can have local [Tutorial] section in the map itself. If same IDs are used as in tutorial.ini, then local IDs will be picked up, but ID changes are not reset to tutorial.ini value when moving to next map in a stitched campaign. QUICK_EDIT
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