Ok, so I made an obelisk*1, and the trigger has been annoying me for weeks as I can't seem to make it work properly on ONS mode.
Since, when you switch bases on round 2, the trigger will still attack the blue team.
Now, the following is an explanation on the closest I got to do this, but there is something missing.
Read on...
1- Created a team trigger which you can assign to activate only on the designated team, eg team0= blue team, and team1= red team.
2- Found an option on the scripted trigger which will make it change teams when a certain event is activated.
Ok?
So, now it's when the problem arises, since I can't find a way to make the trigger change teams when you switch bases.
i know that there is a trigger that does this, because on invasion mode, some people use triggers that will activate at the start of each wave, and that is the trigger I wanted to use, so when you go on to round 2 on ONS, the trigger will become acive, which will make the Obelisk switch teams, and therefore the blue team wont be attacked on their own base.
*1- obelisk is the brotherhood of nod's main defence system, found in the command and conquer series.
Help with trigger problem please
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- 1337 Haxor
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The invasion mutator is custom made for invasion only. You may check out the ancient Wave Notifier topic. If this being the case, I'm sure it may be possible for ONS, but not sure if it's made yet. Since ONS is a competitive gametype, you want to keep maps the same between rounds. That's why you don't see events that trigger between rounds.Nelsoncarmo26 wrote:2- Found an option on the scripted trigger which will make it change teams when a certain event is activated.
Ok?
So, now it's when the problem arises, since I can't find a way to make the trigger change teams when you switch bases.
i know that there is a trigger that does this, because on invasion mode, some people use triggers that will activate at the start of each wave, and that is the trigger I wanted to use, so when you go on to round 2 on ONS, the trigger will become acive, which will make the Obelisk switch teams, and therefore the blue team wont be attacked on their own base.
Also scripted triggers seem to reset themselves between rounds. I'm predicting maybe the triggered conditions may reset, too. If that's the case then this method will not work properly.
But IF there was an event triggered every round, then you'll need to have two scripted triggers (your original script and a duplicate of that script but only for the other team). Then you'll need to modify your original scripted trigger to this (new actions in bold):
Wait for event
-ExternalEvent = The Trigger's event name
IfCondition
-TriggeredConditionTag = The Triggered Condition Tag found in Events ---> Tag
IfCondition
-TriggereedConditionTag = The Triggered Condition Tag for the InvertedTeams Triggered Condition
TriggerEvent
-Event (Any event name that'll trigger your scripted trigger for the other team)
-0 (Go back to the beginning)
EndSection
-End Condition for InvertedTeams Triggered Condition
SpawnActor
-ActorClass = Your emitter class
WaitforTimer
-PauseTime = to the total life time range of your emitter
EndSection
-End Proximity Detection IfCondition
GotoAction
-ActionNumber = 0 (Go back to the beginning)
Leave your inverted trigger the same as the original (do not apply the new lines).
And you'll need to create a new Triggered Condition that gets toggled every time a new round happens.
Enabled = false (start on false. Sides did not invert on first round)
Toggled = true
This will still be handy in case it goes into the third round. It'll just toggle back to false.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
OK. Putting an undestroyable automatic turret in your map isn't a good idea. There's an actor which is player-controllable and does this all for you in an Assault C&C map on the Nachos and Beer server. Go on there, get the map "AS-T_FSCommandConquerTiberianSunV3D" voted and extract all the associated map files. The Obelisk is in 'CACTiberianSun.u', so load that up in the actor browser, and place an ONSMASFactory. Change SVehicleFactory -> VehicleClass to ObeliskOfLight, Display -> Mesh to "SkeletalMesh'CACTiberianSunAnim.ObeliskMount'", and ONSVehicleFactory -> RespawnTime to something longer than 15 seconds.
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- 1337 Haxor
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Those movers are just the visual parts of the level. The Obelisks themselves are turrets spawned using triggered vehicle factories. The actual Obelisk class would show up in the actor browser if you turned off 'Placeable classes Only', but you need to place it through a vehicle factory to work properly in Onslaught. The only reason I said to use a Levi Factory rather than a standard ONSVehicleFactory is the build effect is more suitable for the size. It'll show up fine if you follow what I did.
Edit: Try copying this code, pasting it into your level and rebuilding all:
Edit: Try copying this code, pasting it into your level and rebuilding all:
Code: Select all
Begin Map
Begin Actor Class=ONSMASFactory Name=ONSMASFactory0
RespawnTime=45.000000
VehicleClass=Class'CACTiberianSun.ObeliskOfLight'
bLightChanged=True
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=ZoneInfo'myLevel.ZoneInfo0',iLeaf=221,ZoneNumber=2)
Mesh=SkeletalMesh'CACTiberianSunAnim.ObeliskMount'
Tag="ONSMASFactory"
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume4'
Location=(X=-2165.000000,Y=6672.000000,Z=-2568.000000)
bSelected=True
End Actor
Begin Surface
End Surface
End Map
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- 1337 Haxor
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Thanks for that 40 shards.
But I just about gave up with the obelisk.
I have learnet so much since I started making maps a few months back, but I guess that some things weren't just programed to do what I wanted to do, or it would take a lot of work... which is make an obelisk which will trigger automatically and will change teams, if you change base, both on ONS and AS modes.
But I haven't been able to figure out a way, so I'm just not going to bother anymore with it.
I just did my first assault map, and I'm really enjoying making Assault maps.
But that's another story.
But I just about gave up with the obelisk.
I have learnet so much since I started making maps a few months back, but I guess that some things weren't just programed to do what I wanted to do, or it would take a lot of work... which is make an obelisk which will trigger automatically and will change teams, if you change base, both on ONS and AS modes.
But I haven't been able to figure out a way, so I'm just not going to bother anymore with it.
I just did my first assault map, and I'm really enjoying making Assault maps.
But that's another story.