| 11-04-2003, 03:50 AM | #1 |
I'm attempting to have multiple players being able to initiate quests, so that the whole linear RPG curse thing doesn't rear its ugly head. Problem is, if more than one of them does it, the trigger will run multiple times. Is there a way to Disable a trigger? Turn off/on doesn't work; that prevents a trigger from running itself, but any other trigger can run it just fine. Do the "Remove Trigger from Queue" functions do anything useful in this regard, or am I stuck trying to find some other way around this? |
| 11-04-2003, 04:02 AM | #2 |
well just put TURN OFF THIS TRIGGER in all the triggers that u want to disbale thats the only way to disable a trigger. like Event a unit enters in a region ANY1 event. wait create 1 footman for Owner of entering unit at center of Any1 turn off this trigger (that way the next unit that enters in the region will not recive a footman...= trigger disabled.) EDITED: ohhh i see the problem. u want to disable the trigger for that player....MmMM u can try using diferent regions in the same place with idivudual triggers... (or idividual quests) i really dont know if there is any way to disable a trigger for a particular player.. |
| 11-04-2003, 04:02 AM | #3 |
Add a condition that checks a Boolean or an integer(if you want quests to have multiple stages) array. If the check is successfully the trigger runs, if not it doesn't. |
| 11-04-2003, 04:17 AM | #4 |
I probably could have been a little more clear, sorry for the confusion. The problem is that essentially, I have a generic plot trigger that calls upon Quest variables, which are set by the quest. Only some of the characters can perform certain quests. For example: Quest Init: Add x, y and z heroes to QuestHeroes Set Xquest = QuestTrigger Set Yquest = QuestTrigger Set Zquest = QuestTrigger Set Xquestregion = Region where quest is. (etc.) And then, in the generic plot trigger X enters XquestRegion Run Xquest (etc. for Y and Z). What I had hoped to do was to use Turn off Trigger to avoid multiple instances, say if X and Y show up. Sadly, I've not had any luck with that. |
| 11-04-2003, 04:27 AM | #5 |
did u try using "AND" in conditions for IF/Then/Else?? that way 2 conditions must be present to enable the actions of "THEN" BUT must be present at the same time when the IF/THEN/ELSE is runing. if the other condition its present even 1 second later the trigger will not work. u can try using WAIT FOR CONDITION X and below use the IF THEN ELSE. like this --EVENT X EVENT --CONDITION X Condition --Action X action X Action Wait until X food used by X player is equal to X IF X THEN X ELSE X.. i hope this works for u |
| 11-04-2003, 11:38 AM | #6 |
Thanks for the help, Inquisitor and Obsidian; sleep helps triggers make more sense. Basically, I just have a condition on the quest trigger check to see if a boolean quest true is set to false, and on the first instance of the trigger, it sets the quest variable to true. Duh. ://// So yeah, obviously I needed at least two people to say, "Um, why not try conditional variables?" Thanks! |
| 11-04-2003, 11:48 AM | #7 |
Use Turn off (trigger ) and give that trigger this condition: (Boolean Comparision - (Trigger is on - (this trigger is on)) equal to true |
