AOHH
Squire
posted 02-25-13 04:25 PM CT (US)
I have seen a few articles on this issue here and on other forums. But there does not seem to be much help. I cant find it in Roll-the-Dice because that scenario has over 6000 unamed triggers. I checked in CBA V8; it seems to create a hawk to define a player's razing. If there are no hawks, it deactivates the punishement trigger (or something more or less like that). I have tried this trick over and over, and I can't get it done. I was also wondering anyone knows how to make a safe anti-delete? I wanted to implement this to a building such as a gate, tower or castle. I have heard of methods used by detecting if the are enemy units around the building; but that is not the method I'm looking for. Rather, I need a robust bug-free method that uses no "temporary areas"; that is; areas which contain a unit to count the razing.
First off, I have the standard razing counter:
=====================
Trigger: Razing Counter
Starts: ON
Looping: YES
Condition: Accumulate Attribute : P1 : 1 Razing
Effect: Send Tribute : P1 -> Gaia : 1 Razing
=====================
As of all the rest, It's a mess...
Rambit
Squire
posted 02-25-13 06:54 PM
CT (US)
1 / 6
The hawk is used as a timer (trigger timers are less reliable in lag). Basically if the building is destroyed it will create a hawk. If there is a razing the hawk will be removed, if not then the hawk would reach its destination. There would be another trigger to damage the player who lost the building if the hawk reaches its destination.
AOHH
Squire
posted 02-25-13 09:09 PM
CT (US)
2 / 6
I actually did find a way to do it, you have to have the triggers created in the right order. And you have to activate the punishment trigger once the gate is destroyed, and deactivate it if ever there is an eagle. But this is checked within 1 second (even though there are no timers). Then, the punishment trigger has a 2 second timer so that the other trigger has exactly 1 second to deactivate the punishment before it is done.
However I was wondering if perhaps with lag, or 2 or more buildings destroyed at the exact same time, that it may accidently punish the player?
Rambit, why are timers less reliable? And if there is lag, than what would happen?
Basse
Squire
posted 02-26-13 09:41 AM
CT (US)
4 / 6
I had an awesome system all figured out and written down, too bad I lost it. It worked for all buildings, and you could also select what buildings could be deleted without punishment. It was only like 200 triggers for all 8 players in total, and then 16 extra for every building you wanted to be delete-able (2 for each player). But like I said, I lost it since I have a new hard drive and I never thought of keeping all the text files I had.