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Author Topic: Trigger Help - Timed Waves of Troops  (Read 1655 times)

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Offline satexas69

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Trigger Help - Timed Waves of Troops
« on: 13 Jul 2007, 03:35:37 »
I've got a mission which centers around Paraiso. I currently have 4 triggers, all setup with the condition "seized by bluefor".

The FIRST trigger just checks for Blufor Present and siezed condition and when finally true, completes OBJ1

The SECOND trigger requires that Blufor Present && OBJ1 == TRUE, and also is checking for a siezed condition, then completes OBJ2 (and then more forces spawn)

The THIRD requires Blufor Present && OBJ1 && OBJ2 == TRUE, and also is checking for a siezed condition, then completes OBJ3 (and then more forces spawn)

The FOURTH requires Blufor Present && OBJ1 && OBJ2 && OBJ3 == TRUE, and also is checking for a siezed condition, then completes OBJ4

Simple enough in concept.

After each OBJ is completed, the city spawns more enemies. So when OBJ1 == TRUE (and thus the first trigger fires off), more enemies are created, which should STOP the second trigger from firing their killed, and the city is then again "siezed".

The problem is that no matter how far apart I space the timing of the triggers (100, 200, 300, 400 for example), the second and third trigger often fire together, etc. They won't behave.

Maybe there's a better way of doing this? Ideas, advice?

Russ
« Last Edit: 13 Jul 2007, 10:47:07 by satexas69 »

Offline Nixer6

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Re: Trigger Help - Timed Waves of Troops
« Reply #1 on: 13 Jul 2007, 05:53:25 »
I have had the same problem with triggers.

If I put a conditon of  obj_1, when obj_1 is true, the trigger fires, no matter what it is supposed to detect.

If that's what you are talking about.

ie............

trigger set for:

Blufor

Present

condition: obj_1

When obj_1 is true, the trigger will fire, even if the Blufor is NOT present.
Why do I have to be a Rocket Scientist to make a good mission?

Offline LCD

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Re: Trigger Help - Timed Waves of Troops
« Reply #2 on: 13 Jul 2007, 06:26:40 »
chyange ur triger 2

trigger set for:

Blufor

Present

condition: this && obj_1

check all da regulat trigers... dey alwayz have condition of dis... cuz dat will check if dey r true ;)

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline JasonO

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Re: Trigger Help - Timed Waves of Troops
« Reply #3 on: 13 Jul 2007, 20:27:01 »
Have you tried defining each OBJ1 etc variable to false in init.sqs?

Offline Nixer6

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Re: Trigger Help - Timed Waves of Troops
« Reply #4 on: 13 Jul 2007, 22:27:16 »
Thanks LCD....makes sense.
Why do I have to be a Rocket Scientist to make a good mission?

Offline satexas69

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Re: Trigger Help - Timed Waves of Troops
« Reply #5 on: 17 Jul 2007, 05:33:50 »
chyange ur triger 2

trigger set for:

Blufor

Present

condition: this && obj_1

check all da regulat trigers... dey alwayz have condition of dis... cuz dat will check if dey r true ;)

LCD OUT

Um, that's what I did, but you  missed the point of my original post. I have them set to "SEIZED BY BLUEFOR" instead of "BLUFOR PRESENT", and yes, I'm using "this && OBJ_1"


Offline LCD

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Re: Trigger Help - Timed Waves of Troops
« Reply #6 on: 17 Jul 2007, 10:22:13 »
actualy my reply was 2 nixer  :P never used da "siezed by" triger... actually i dont belive in trigers, usualy i script my conditions myself :P

1st thing u can cat ur syntax (and make it shorter :P) instead of writing

Blufor Present && OBJ1 == TRUE

use

Blufor Present && OBJ1

mebe itll help :P

also u cud alwayz have anoder workaround...

add anoder condition 4 each triger

eg.

Blufor Present && OBJ1 && trig1_comp

and make da new variable true just after u create da new squads... cuz it may b happening dat ur ppl r created slower dan da trigers reaction :P

also dont forget 2 set da variables 2 false @ da start of mision :D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta