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Why doesn't this trigger work?

09-10-2002, 06:42 PM#1
TucksMa
I am using this trigger after having the player (single player campaign) build a farm and a barracks. The quest is NOT being marked as complete and the next quest isn't being triggered so I must have something wrong with the condition? I don't call this trigger, it's just supposed to occur when the conditions are met. For the record, in the previous trigger(s) it DOES correctly display when farm is built and barracks is built.

Events (none)
Conditions
BarracksCompleted Equal to True
FarmCompleted Equal to True
Actions
Quest - Mark BuildUp as Completed
Wait 2.00 seconds
Quest - Display to (All players) the Quest Discovered message: Now that your base....
Trigger - Run Quest<gen> (ignoring conditions)

I BELIEVE the variables for BarracksCompleted and FarmCompleted are correct (they are boolean with default of false). I set them to true in other triggers (same one that displays their completion). And in Quest<gen> it defines the next quest etc.

I HOPE that makes sense.
09-10-2002, 07:27 PM#2
h0pesfall
what do your variable setting triggers look like for barrack and farm?
09-10-2002, 07:36 PM#3
Guest
You need to have some sort of event, or else the trigger will never fire unless you explicitly call it from another trigger. I'd suggest one of two things.

1. Set the event for this trigger to a periodic time check. This is the easy way, but it'll lag your map a bit based on how often it checks (which can be fixed by switching it off once it runs).

2. In your triggers that set the variables:
BarracksCompleted Equal to True
FarmCompleted Equal to True

at the end of those triggers, put an If/Then/Else action in. Set the condition to the other variable being true. So, in your BarracksCompleted trigger, do If (FarmCompleted is equal to True) and vice versa. The Then action would be "Run Trigger (checking conditions) of this trigger that you pasted. The Else action would be Do Nothing.

Either one of those should work, though the second one is a bit neater.
09-11-2002, 01:06 AM#4
TucksMa
Ya AlbinoSqrl, I got some help from DrunkOM earlier and he said the same thing about a lack of event. No it wasn't called. We've fixed that (I think), by adding an event showing building constructed WITH the conditions that both variables (barracks and farm) are completed.

Both requirements ARE being marked as complete now (yay!). But the quest button isn't.

I fixed a number of other things too (mostly with DrunkOM's help *My HERO*!! :p ). But I still have problems.

And while writing this I think I figured out why my next quest isn't being 'discovered'. I'll check and be back here if I don't get it. :p

Meanwhile, a small glitch is that my animations are only running once (have some grunts attacking a village). I set it up to run after 5sec game time and with rarity (both DrunkOM's suggestions), AND sent up a message to tell me it's happened and when I watch, they only do their attack animations once. I've tried BOTH attack animations with and without rarity. Common and rare. I have 4 grunts so I tried a bunch at once to compare. No worky. Any ideas on that would be great! Has it's own trigger too. Not part of map init.

ZZzz, I'm not sure which variables you are asking about, but I think that's fixed already. Thanks.
09-11-2002, 03:10 AM#5
TucksMa
HEHE!! It works!! THANKS Albinosqrl!! I used option 2 and that DID it! I found a couple of other 'brain fart' problems but even those didn't fix it until I switched to the if/then statement!! Yippee!!

Now about those animations...... :p Anybody??? :D
09-11-2002, 01:35 PM#6
Guest
Quote:
Originally posted by TucksMa
HEHE!! It works!! THANKS Albinosqrl!! I used option 2 and that DID it! I found a couple of other 'brain fart' problems but even those didn't fix it until I switched to the if/then statement!! Yippee!!

Now about those animations...... :p Anybody??? :D


no problem ;)

as for the animation...maybe you could use a For Each Integer A loop to force them to attack however many times you want, if they only attack once per action? You could set them to attack however many times, then after the loop, set the building to explode or something...