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Author Topic: Endings - again...  (Read 418 times)

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Corben Dallas

  • Guest
Endings - again...
« on: 10 Jun 2005, 23:02:51 »
I hate having to ask, and have tried all the trigger examples I can find, but things are just not working for me and my head's in a right mucking fuddle.

I want a trigger area 10 x 10 which will do End1 if Dude1 is dead, End2 if Dude2 is dead, etc.  But, I want to be able to walk into the area to fire the endings.  The examples I've tried don't work when I modify them, and making the trigger types into End#1, End#2 etc., causes them to fire immediately Dude1 dies, etc., no matter what size they are on the map.

Help!  1.46, going slowly insane.

Edit: Also, the ForceEnd command doesn't seem to work...
« Last Edit: 10 Jun 2005, 23:05:11 by Corben Dallas »

qqqqqq

  • Guest
Re:Endings - again...
« Reply #1 on: 11 Jun 2005, 00:08:47 »
Forget forceEnd, it's for emergencies only.  

You need a seperate trigger for each end - one for End#1, one for End#2 and so on.

Don't understand what your ending conditions are.    Do you want

10x10
West present
End#1
this and not alive loonA and alive loonB

or what?

Corben Dallas

  • Guest
Re:Endings - again...
« Reply #2 on: 11 Jun 2005, 01:16:05 »
Thanks multi-q: I just found the answer after searching through hundreds of posts. The problem is that I just had the trigger conditions for End#1 as;

  not alive TheMajor && alive TheGeneral

which does ending 1 if you've killed the Major without killing the General first. This fires as soon as I kill the Major though. What I needed (as you say) was;

  this && not alive TheMajor && alive TheGeneral

In other words, it needs to test for me walking into the trigger area as well. Works fine now.

Many thanks for the patient assistance folks.

Things are starting to make sense.  :)
« Last Edit: 11 Jun 2005, 01:18:35 by Corben Dallas »