I'm trying to create a scenario where you have an in-game choice of how easy you want things to be... like for example, an optional number of tasks, where each completed task earns you an extra ally.
However, I'm having problem with the trigger branching... I'm using it to detect whether a particular condition has been fulfilled (whether there's still a unit in a particular area.)
Right now, the triggering looks like this:
Trigger0 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1a
Eff2: Activate Trigger 1b
Trigger1a - Starting Off, No Looping
Cond: Objects in Area (Player x) - 0
Eff0: Deactivate Trigger 1b
Eff1: Activate Trigger 1a1
Trigger1a1 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1a2
Trigger1b - Starting Off, No Looping
Cond: Objects in Area (Player x) - 1
Eff0: Deactivate Trigger 1a
Eff1: Activate Trigger 1b1
Trigger1b1 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1b2
But regardless of whether that unit from player x remains in that area, only the 1b triggers go off. Should that be happening?
However, I'm having problem with the trigger branching... I'm using it to detect whether a particular condition has been fulfilled (whether there's still a unit in a particular area.)
Right now, the triggering looks like this:
Trigger0 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1a
Eff2: Activate Trigger 1b
Trigger1a - Starting Off, No Looping
Cond: Objects in Area (Player x) - 0
Eff0: Deactivate Trigger 1b
Eff1: Activate Trigger 1a1
Trigger1a1 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1a2
Trigger1b - Starting Off, No Looping
Cond: Objects in Area (Player x) - 1
Eff0: Deactivate Trigger 1a
Eff1: Activate Trigger 1b1
Trigger1b1 - Starting Off, No Looping
Cond: Timer (a seconds)
Eff0: Displ Instructions
Eff1: Activate Trigger 1b2
But regardless of whether that unit from player x remains in that area, only the 1b triggers go off. Should that be happening?