jizzbomb
Squire
posted 03-01-17 05:41 PM CT (US)
I've seen alot of threads on this most designers seem to create a hawk to confirm a razing. Do you actually need the hawk? I've set mine up like this.
Trigger: Gate destoryed: on/non-looping
Effect: Ativate trigger: p1 deleted
Trigger: raze p2 - p1: on/looping
Condition: Accumulate attribute: resource: p1 razed by p2
Effect: Tribute: p1 razed p2 to gaia
Effect: Deactivate trigger: p1 deleted
Trigger: p1 deleted: off/non-looping
Effect: kill all p1 units
Seems to work fine but i havnt tested in a full blown multiplayer game.
jizzbomb
Squire
posted 03-03-17 04:56 PM
CT (US)
2 / 11
Thanks Basse. Ive actually got it working for player built towers ive capped the tower limit to 15. I just need to figure out a way to not boot the player when the towers are removed from exceeding the limit.
jizzbomb
Squire
posted 03-07-17 04:03 AM
CT (US)
3 / 11
It seems to boot the player sometimes ai dont this the tributing trigger can keep up.
Basse
Squire
posted 03-07-17 08:57 AM
CT (US)
4 / 11
Hmm, I've never had that problem. I know I have a very similar system in my Kings Blood scenario if you wish to check it out, lots of triggers in that one though.
jizzbomb
Squire
posted 03-08-17 01:24 AM
CT (US)
5 / 11
Adding a timer to the boot trigger seems to fix the issue thanks again.
Basse
Squire
posted 03-13-17 03:28 AM
CT (US)
9 / 11
It's been years since I tried my hands on anti delete triggers, so I can't really help you any more. It might help to look at triggers in other scenarios!
jizzbomb
Squire
posted 03-13-17 09:40 PM
CT (US)
11 / 11
Using trigger studio current version has ability to move triggers then sync the trigger id to the display order.
Its very stange about 80% of the time the destory object triggers first the other 20% the raze trigger fires first. I tested this by adding a send chat to each trigger.
Im also using a own fewer objects for some building it seems to fire first about 95% of the time.