How do you get triggers to loop?

 KOBRlightning


Posted 25 May 2012 - 2:02 am
I forget how to make a constant steam of units.
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 Walzmfront


Posted 25 May 2012 - 2:26 am
Just look at any scenario instead of asking here.
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 KOBRlightning


Posted 25 May 2012 - 4:01 am
I can't they have anti cheat blocking their triggers
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 king_vanthom


Posted 25 May 2012 - 4:40 am
Select the trigger on the side hit loop.
Make sure your trigger has a spawn as well.
E.G
Condition Timer:1
Effect- Task object (set object area the place they are created, then set location, the location to be spawned)

Then
Condition timer :#
create object ,set location
Select the trigger on the side hit trigger loop.

Where it says trigger on starting point under it is looping.
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 _Ox_Weapon_xO_


Posted 25 May 2012 - 4:40 am
Honestly if you can't even figure out how to do this you shouldn't be wasting your time. Go do something else you'll be better at.

http://www.voobly.com/forum/thread/11386
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 KOBRlightning


Posted 25 May 2012 - 5:50 am
now I just gotta figure out how to make UU's with random civs.
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 king_vanthom


Posted 25 May 2012 - 6:10 am
look for the scenario called Random Blood or Random Cb i think it is, they have a good trigger settup for that but it is quite complicated.
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 Blueway


Edited 25 May 2012 - 7:54 pm by Blueway
Oh my, my...

Lets spawn some Man-at-arms, shall we?

Trigger 0 (starting state--> on; Loops-->on; Objective--> Off)

Condition 1
Own fewer objects---> Man-at-arms---->40
Condition 2
Timer: 2 (seconds)
Effect 1:
Create Object---> Man-at-arms (Select location *click on it* then click on the ground, where it will spawn)
Effect 2:
Task Object: Select Area ( Put it where the unit spawns) Select location (Where the spawned unit will be sent)
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 [ TD ]BF_BlackSpirit


Edited 26 May 2012 - 3:59 am by [ TD ]BF_BlackSpirit
look for the scenario called Random Blood or Random Cb i think it is, they have a good trigger settup for that but it is quite complicated.

You must login into Voobly to view image


Quite "complicated" LoLoLoLoL
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 BF_Basse


Posted 27 May 2012 - 1:07 am
Quite "complicated" LoLoLoLoL

Not sure what you mean? Do you mean that quite is un understatement or overstatement?

I, as an experienced designer, would find it as an overstatement, but for other, newer designers I can believe that it would be very complicated.
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 king_vanthom


Posted 27 May 2012 - 2:07 am
I was only trying to help him as he needed help with looping triggers. That being said making random spawns is alot harder than looping triggers, so i explained that to him...
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 BF_Basse


Posted 27 May 2012 - 2:10 am
I was only trying to help him as he needed help with looping triggers. That being said making random spawns is alot harder than looping triggers, so i explained that to him...

Sorry, I was not questioning you. I more like asking what Black Spirit meant with his post ;)
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 [ TD ]BF_BlackSpirit


Edited 27 May 2012 - 6:06 am by [ TD ]BF_BlackSpirit
BF_Basse wrote:
Not sure what you mean? Do you mean that quite is un understatement or overstatement?

I, as an experienced designer, would find it as an overstatement, but for other, newer designers I can believe that it would be very complicated.

I, as experienced designer, find my comment (because it is) overstatement.

And yeah, I can't believe that it is complicated, even when I started to work with triggers I find out this very fast, I just can't believe this.
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 Blueway


Posted 27 May 2012 - 9:44 am
Random spawns:

Make a place which cannot be reached (like a little island). Spawn there 3 archers for p1. then make a trigger which will change ownership of 1 archer to p2 and change ownership of another archer to p3.

than make 3 triggers which spawns the same unit in 3 places: trigger1, trigger2, trigger 3

each trigger will start after 15 seconds after the archers are changed to p2 and p3 so that only 1 archer will remain.

trigger 1 starting-on looping-off objective-off
condition1: timer 20 (so that it will start when only 1 archer remains alive)
condition2: own objects --p1---archer--1
create object desired object, desired place
task object the area where it spawns===the location where it will go. (task it is not necessary sometimes, depends of what kind of scenario you want to do)

trigger 2 (same as trigger on)
but "condition2: own objects --p1---archer--1 " is different:
condition2: own objects --p2---archer--1


trigger 2 (same as trigger on)
but "condition2: own objects --p1---archer--1 " is different:
condition2: own objects --p3---archer--1


trigger1, trigger2 and trigger 3 are activated when the archers will change ownership to fight each-other.



Welcome, mate! If you need help, tell me. I can teach you lots of stuff and tricks :)


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