What about when you create your own buildings with Game Logic then it doesn't say "Static object" what to do? Oh and btw i figured out another method of doing the vehicle respawn that didn't confuse my little brain
AllDatGamez That is a good question, if you are spawning structures using game logic similar to the way that I do than you should be able to reference the building name through whatever trigger or script you need it for. For example if I wanted the loss of a structure that I spawned in using gamelogic to be the condition for a trigger I would simply use something like this in the trigger condition field (in the below example I am using B1 as the name of the building, similar to how I do it here - th-cam.com/video/tduBFTzYeSY/w-d-xo.html) Trigger condition: !alive B1; Trigger action: hint "trigger activated"; That should call a hint stating trigger activated whenever you destroy the building you spawned using game logic provided that it was named using B1 as listed in this example.
this works well with the tasks modules. BUT im trying to synch it with a movement of ai and it doesn't seemto work. the ai units just continue to their move points without waiting for the building to be destroyed setting off the trigger. any suggestions?
bangingthebeldam If you are trying to setup a unit on a waypoint that begins his waypoint after the trigger has been activated than you could use the switch type for the trigger and a hold waypoint on the unit. Basically setup the trigger as seen in the video, but in the Type box set it to Switch. Next synchronize the trigger to the hold waypoint of the unit you wish to begin their move waypoint for. Once the trigger is activated the unit will switch from hold to move and begin their waypoint.
pickinthatbanjo It doesn't seem to work. I make the trigger, group the the trigger to the building, i switch it to "not present" and switch, I then synch it with the unit's move way point. after destruction of the building the unit doesn't move. it just stays at its "hold" way point which is the first one I give it
bangingthebeldam You need to synchronize the trigger to the units "Hold" waypoint, once the trigger is activated the unit will then move onto whichever waypoint is after it's "Hold" waypoint. Here is an example mission if you wanted to see it setup - www.mediafire.com/download/t2srjy9f71va3tt/Misc_Test.Stratis.rar
im doing that. I give the units first move point which is a hold. I then make the second movement as a move. I synch the trigger to the hold movement. when the building is destroyed the unit never leaves his hold point. maybe it's the map? I was using sharani. I'll check out your link when I get home
The map being used will have no effect on the waypoint system, the only effects a map would on the movement of units would be if it is incorrectly setup than helicopters may have difficulty landing. Aside from that, the only steps are that a unit has a Hold waypoint type followed by any sort of movement based waypoint, and that a trigger setup on switch type has been synchronized to the unit's Hold waypoint. In the case of this setup (where building loss is a condition) you would also group the trigger to the desired building and set the trigger for not present activation.
What about when you create your own buildings with Game Logic then it doesn't say "Static object" what to do?
Oh and btw i figured out another method of doing the vehicle respawn that didn't confuse my little brain
AllDatGamez That is a good question, if you are spawning structures using game logic similar to the way that I do than you should be able to reference the building name through whatever trigger or script you need it for.
For example if I wanted the loss of a structure that I spawned in using gamelogic to be the condition for a trigger I would simply use something like this in the trigger condition field (in the below example I am using B1 as the name of the building, similar to how I do it here - th-cam.com/video/tduBFTzYeSY/w-d-xo.html)
Trigger condition:
!alive B1;
Trigger action:
hint "trigger activated";
That should call a hint stating trigger activated whenever you destroy the building you spawned using game logic provided that it was named using B1 as listed in this example.
pickinthatbanjo Huh, I even watched that bideo and that's where i got it from the way to make structures/buildings im gonna try that now :)
pickinthatbanjo Thanks man, it worked :)
Probably too late, but how do i do this with 3Den?
Would it be possible to update this and upload another video?
Thanks
this works well with the tasks modules. BUT im trying to synch it with a movement of ai and it doesn't seemto work. the ai units just continue to their move points without waiting for the building to be destroyed setting off the trigger. any suggestions?
bangingthebeldam If you are trying to setup a unit on a waypoint that begins his waypoint after the trigger has been activated than you could use the switch type for the trigger and a hold waypoint on the unit.
Basically setup the trigger as seen in the video, but in the Type box set it to Switch. Next synchronize the trigger to the hold waypoint of the unit you wish to begin their move waypoint for. Once the trigger is activated the unit will switch from hold to move and begin their waypoint.
pickinthatbanjo It doesn't seem to work. I make the trigger, group the the trigger to the building, i switch it to "not present" and switch, I then synch it with the unit's move way point. after destruction of the building the unit doesn't move. it just stays at its "hold" way point which is the first one I give it
bangingthebeldam You need to synchronize the trigger to the units "Hold" waypoint, once the trigger is activated the unit will then move onto whichever waypoint is after it's "Hold" waypoint. Here is an example mission if you wanted to see it setup - www.mediafire.com/download/t2srjy9f71va3tt/Misc_Test.Stratis.rar
im doing that. I give the units first move point which is a hold. I then make the second movement as a move. I synch the trigger to the hold movement. when the building is destroyed the unit never leaves his hold point. maybe it's the map? I was using sharani. I'll check out your link when I get home
The map being used will have no effect on the waypoint system, the only effects a map would on the movement of units would be if it is incorrectly setup than helicopters may have difficulty landing.
Aside from that, the only steps are that a unit has a Hold waypoint type followed by any sort of movement based waypoint, and that a trigger setup on switch type has been synchronized to the unit's Hold waypoint.
In the case of this setup (where building loss is a condition) you would also group the trigger to the desired building and set the trigger for not present activation.