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#1
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Do the PlayerEventHappened Triggers:
1) Fire only once the first time the event is triggered, evaluating to true for the duration of the game once the event has happened. or 2) Fire and continue to stay 'on/fired' (or evaluate to true) for a period of time after the event is triggered; but, then reset once the period of time has expired. I know I could test these events individually; but, considering the fact that not all events are valid (like the Edict events appear to be), I cannot be sure that I am misinterpretting how these events work. What I am interesting in knowing is whether or not I can detect these game events which recur (pharoah's death, a cold outbreak, etc.) when they recur. Also, on a side note, I know it is asking alot (TM) ... Is it possible to publish the class object heirarchies which pertain to the 'object' page of the triggers pageframe? It would save a lot of time 'experimenting'. I appreciate any feedback. Thankyou. |
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#2
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Quote:
Regarding object hierarchies, no can do. You should be able to get by with the stuff in the Unit Sets drop-down, which is more of a relational grouping system than a hierarchy, but still useful. |
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#3
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I don't have the editor open right now so I might incorrectly name some of the things I am referring to. Sorry. I understand that unit sets appear to be filters. There are three dropdown fields on the right of the Trigger/Object properties page (I believe): Units sets, objects, and classes. If I want to create a building, for example, I know that I must create a trigger object: 'unit set=none', 'object=shrine x', and 'of class shrine x'. That is pretty straight forward. In fact, by names alone, most of the objects derived from classes are pretty clear. But, if i want to select a unit set, how do I know which object(s) or class(es) it (they) belongs to. I am unclear on this concept because it appears that a single unit set can be derived from many objects/classes. Does this imply that if you indicate a unit set, that the object and class fields do not apply?
Thanks again for your quick response. |
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#4
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PlayerEventTriggers:
1) Fire only once the first time the event is triggered, evaluating to true for the duration of the game once the event has happened. Some more detail on Objects... Unit Set: These are somewhat descriptively titled groups of individual units. Class: The actual individual units available in the game. Use Object: Any Object previously made under Triggers->Object. The Unit Sets were made for convenience and to add necessary functionality. For example, there is a Class called temple (in the generic sense). In order to check for a temple to Osiris we needed to make a Unit Set because of how temple dedication is rolled into everything else. The Unit Set list cannot be modified. Unit Sets, Classes and Objects can be used in conjunction with one another if you select from each drop-down when you make an Object. They are however separate things and are not dependent on each other in any way. You may elect to only select one of the three when creating a new Object for a trigger. In the case of Classes, "CotN 13000" should say "<NONE>". Any combination of the three should work to make a new Trigger Object and any one of the three types is sufficient. Does that make sense? |
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#5
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Yes,
The statement cotn 130xx clears everything up completely. I did not understand how to set this field to none. BTW, absolutely love the game. You all did an excellent job in creating it in such a short period of time. Again thanks. Still waiting on answer to the other question though. Take your time. |
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#6
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PlayerEventHappened is only once when it occurs?
Sorry, I wasn't sure if you were answering it that way. |
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#7
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Agreed.
PlayerEventHappened fires the first time the event occurs and remains true for the duration of play. |
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