By The
Ok, so I'm bored and tired from swimming, but I came up with all of these myself, some today, and some last year. Fell free to use them, and a quote in the credits of your scn would be nice to put if you do.
Trigger tricks so far:
-Ramless food consumption
-Item un-equip system
-Random events
-Mounting Soldiers (Link)
TRIGGER 1: Loop-On StartingState-On TRIGGER 2: Loop-On StartingState-on It works like this: Put a unit in the coner of the map when no item is equipped. Every time an item is equipped, the unit is removed. Every thime an item is unequipped, it recreates. Items can only be equipped if there is a unit in the corner of the map. Making the equip system is up to you, wheather it's through taunts or through pavillions or whatever on the map. TRIGGER: Random 1 It repeats like that for as many time triggers and such. I'll make a tutoraial on this if anyone needs one. [This message has been edited by The Kestrel (edited 06-11-2002 @ 10:58 PM).]
This trick is useful if you don't want to use the ram food consumption trigger thought of by Ex-T in the old days. It is neater, and requires only three(3) triggers for the consumption, plus a loss trigger or whatever happens when food runs out. You will also need to add the eating triggers yourself. Note that this can be used with anything, just replace accumulate attribute with units garrisoned or whatever depending on what you need. The trigger structure works like this:
---------------------------------------------------
TRIGGER 0: Loop-Off StartingState-On
Conditon 0: Timer=2
Effects: =Whatever happens when you run out of food.
Condition 0: Accumulate Attribute- Food: 1
Effect 1: Deactivate "TRIGGER 0"
Condition 0: Timer=(Whatever, if you can survive for a certain amount of time without food, set it here)
Effect 1: Activate "TRIGGER 0"
----------------------------------------------------
If you want your scenario to require items to be equipped, wouldn't it be cool if other ones had to be unequipped first? Seems impossible, but there is a way! Instead of going over the trigger structure, I'll just explain what has to be done, as the triggers are simple enough to create.
This is simple enough to make, but the more events there are, the more triggers are required. The trigger structue on this is easy it involves times and then whatever has to happen for events to be triggered works like this:
-----------------------------------------------------
TRIGGER: Time 1
Loop-Off StartingState-On
CONDITION 0: Time=Number you want for even switch time
EFFECT: Activate "Random 1"
CONDITIONS: Whatever has to ahppen to trigger event
EFFECTS: Effects caused by the event + Activate "Time 2"
------------------------------------------------------
HOPEFULLY MORE TO COME!
You want fries with that?