I think that I deserve an answer, as I have tried to help seven (7) people here.
TenMinutePhantom: make useless triggers like this========general changes=========
names
hp
lock gates
========gameplay==========
beginning speech
the only issue is if another general change is made, like attack strength, you have to move it all the way up
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Pacifica2: Do thisCondition:whatever
Effect: creat jedi knight player 1 (or 2, 3, 4, 5, 6, 7, 8, or gaia)
And this:
Condition: timer 1, OR no condition at all
Effect: task object, units, player whatever, whatever location LOOPING=YES
That's what I do any way. You could also make the 'task' trigger start very soon before and end soon after the jedi is made, allowing guys to walk there at other times, w/out being tasked.
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The wolfe: Do this:Condition: objects in area: invisible target: 0
effect:create object: same location: invisible target
the fighting guys can be on the same team
MAKE SURE THE TRIGGER IS ON LOOPING
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iNqUeRy: Say your unit is a rebel trooper. make your triggers like this:1 condition:whatever
effect: task object *select rebel trooper*
*location: whereever--we'll call
it 'point A'*
2 condition: objects in area *same location as above*
effect: remove object: rebel trooper
effect: activate trigger: [name of #3 below]3 STARTING STATE:OFF
condition: timer: [set game speen to normal, see how
long it takes the trooper, in
seconds, to 'Point B' from 'point A']
effect: create object: rebel trooper
location:'point B'
Then you can do whatever you want, like make him walk farther to 'point C'...
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Omri Khan: I have made three scenarios so far with that problem. I fixed two by removing some broken triggers. See if jan dodonna is selected with "go to object"--Check other triggers with that and "go to area/location"... The game is kind of screwey and doesn't do triggers well sometimes, for me anyway.
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Sir Allen: The transport Will keep following, but will be far behind, unless the podracer waits.
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jrut: The same thing happened to me. I think I fixed it when I made a trigger with no condition--just change alliance as an effect.
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My Problem:1. plains map with a hill with a sentry post and bunker.
(the bunker is a "door" to the sentry post b/c you
can't garrison in a sentry post)
2. I want to make it so that when guys are in the bunker,
map revealers are changed from player 3 to 1 --BUT--
When they get out, the map revealers go back to player 3
( like THEY are seeing out of the sentry post, after
getting in using the "door")
3. I want them to disappear when the sentry is killed, as
if they were in it and died. I mean without ever seeing
them.
Well, if this is too vague, and someone ACTUALLY wants to help, please e-mail me At itsnickbarry@aol.com
Thanks in advance, provided I'm not ignored luike I was ( and still am, a month later) in the mod help thread.
Irrelevant, but, Teh Homsar, what do you type to get those dots in your signiature?
[This message has been edited by NickBarry (edited 06-19-2006 @ 09:15 AM).]