Trigger Time
So you have made that breath-taking map full of Ever wonder how to display (and strikeout) custom instructions when a certain goal is met like in the official campaigns. Well, they are done using triggers. The rules surrounding this are simple. To associate an instruction with a trigger, type the instructions in the "Trigger Description" textbox. Next, click "Yes" in the checkbox for "Display as Objective." Now, once the trigger is activated, the instructions will display in the "Objectives" menu. Once the conditions are all met, the instructions will be crossed out. If the trigger is ever deactivated, the instructions simply disappear. The order of the instructions is determined by the "Description Order" textbox. Typing in a higher number there will cause the instructions associated with that particular trigger to appear lower in the "Objectives" menu. Triggers can be activated and deactivated at any time. By default, triggers are automatically on once the game starts. To deactivate them until later use, simple click the "Off" checkbox under "Trigger Starting State" and then later activate the trigger with another trigger. In addition, unless looped, once a trigger fires, it deactivates itself. Just like programming languages, triggers can be looped. To loop a trigger, simply check the "Yes" checkbox under "Trigger Looping." Triggers looped will always remain active, even after they fire, until they are deactivated by another trigger. This is useful for creating repetitive actions, such as creating multiple units in multiplayer maps. Without a condition, a trigger will automatically fire once the game starts. While this can be useful, many times, a condition is needed to delay an effect until the a more appropriate time. A trigger will only fire if the trigger is active and all the conditions are met. For example, if only one of the conditions is met, while the others still are not, or if the trigger is off, then the effects will not occur. Effects are what cause the magic to happen. They cause the different events seen in scenarios. Once all the conditions of an active trigger are met, all the effects of the trigger fire. Effects can range from simple things, such as changing an object's name, to changing ownership of an entire army. Triggers are a very powerful aspect of the [This message has been edited by CrystalCrown (edited 02-10-2003 @ 04:37 PM).]
CRYSTALCROWN
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