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River_God
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« Reply #60 on: September 26, 2007, 05:40:49 AM »

So if I want the army I pre-made, I will have to set "Clear" to false.  I tried it but whatever I do to the line it doesn't work and makes the map fail.

rmSetTriggerEffectParam("Clear", false);
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« Reply #61 on: September 26, 2007, 08:37:14 PM »

Remember anything using EffectParam should be a string: "false"
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River_God
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« Reply #62 on: September 29, 2007, 06:47:18 PM »

OK I am working on my Victory trigger, but I am a little stuck on some variables for the condition.

rmAddTriggerCondition("Units in Area");
rmSetTriggerConditionParam("Player", playaT2);
rmSetTriggerConditionParam("UnitType", "cow");
rmSetTriggerConditionParamInt("Count", 2);

<Condition name="Units in Area">
   <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
   <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param>
   <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="unittype">Unit</Param>
   <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
   <Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
   <Param name="Count" dispName="$$22304$$Count" VarType="float">1</Param>
   <Expression>trCountUnitsInArea("%DstObject%",%Player%,"%UnitType%",%Dist%) %Op% %Count%</Expression>
</Condition>

ok, the DstObject?!? dunno what that is. and "Op"?!? what is the operator? and is the "UnitType" just the name of the protounit or something bigger?
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« Reply #63 on: September 30, 2007, 07:15:30 PM »

Look not at the "name" but the "dispName".

DistObject= Center Unit (the object that the area revolves around). (unit id)

Operator is ==, =>, =<, <, > (string)

Unit type is protounit yes.
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River_God
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« Reply #64 on: October 01, 2007, 02:22:45 PM »

OK so that means I will have to put something, an object, within my map to have the flags gather around?  and teh Area is the object plus exactly(==) less than(<) or more than(>) the Dist? then would the Dist number be in fraction or meters?
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« Reply #65 on: October 01, 2007, 05:44:30 PM »

Dist is in meters.
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River_God
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« Reply #66 on: October 02, 2007, 04:04:13 PM »

for (playaT2=1; <=cNumberNonGaiaPlayers){
rmAddTriggerCondition("Units in Area");
rmSetTriggerConditionParam("DstObject", "TownCenter");
rmSetTriggerConditionParamInt("Player", playaT2);
rmSetTriggerConditionParam("UnitType", "cow");
rmSetTriggerConditionParamInt("Dist", 20);
rmSetTriggerConditionParam("Op", "<");
rmSetTriggerConditionParamInt("Count", 2);
}

why isn't this working?
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« Reply #67 on: October 02, 2007, 07:35:11 PM »

DstObject is an object ID, not a type.

When you place objects and assign objects to a variable...

int blarg = rm.. Object (i forget the code), you use blarg (the variable) in place for the DstObject (same with other center units)
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River_God
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« Reply #68 on: October 03, 2007, 08:16:20 PM »

so it would be like:

int blarg=rmCreateObjectDef("Center Unit");
rmAddObjectDefItem(blarg, "Town Center", 1, 0);

where 1 is count ans 0 is cluster distance
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« Reply #69 on: October 04, 2007, 08:32:19 PM »

Yep.  And would use blarg as the input for the trigger (blag is an int so use ParamInt)
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River_God
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« Reply #70 on: October 08, 2007, 05:55:12 PM »

Well, I am not sure why this isn't working:

for (playaT2=1; <=cNumberNonGaiaPlayers){
rmAddTriggerCondition("Units in Area");
rmSetTriggerConditionParamInt("DstObject", towncenterID);
rmSetTriggerConditionParamInt("Player", playaT2);
rmSetTriggerConditionParam("UnitType", "cow");
rmSetTriggerConditionParamInt("Dist", 20);
rmSetTriggerConditionParam("Op", "<");
rmSetTriggerConditionParamInt("Count", 2);
}
rmAddTriggerEffect("Counter:Add Timer");
rmSetTriggerEffectParam("Name", "FlagsCaptured");
rmSetTriggerEffectParamInt("Start", 300);
rmSetTriggerEffectParamInt("Stop", 0);
rmSetTriggerEffectParam("Msg", "SOMEONE HAS THE FLAGS");
rmAddTriggerEffect("Flare Minimap");
rmSetTriggerEffectParam("Position", "0.5,1,0.5");
rmSetTriggerPriority(4);
rmSetTriggerActive(true);
rmSetTriggerLoop(false);

I added a flare minimap to make sure it worked but it did not flare when I had 2 cows at my towncenter
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« Reply #71 on: October 08, 2007, 09:19:33 PM »

That makes it so you have two cows from EVERY player before it flares.
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River_God
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« Reply #72 on: October 09, 2007, 05:06:15 PM »

Then how would I make it so that when any player has 2 cows at their town center they win?
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« Reply #73 on: October 09, 2007, 10:20:10 PM »

1 trigger per player.  Have the loop around the entire trigger rather than the condition.
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« Reply #74 on: October 09, 2007, 10:21:13 PM »

You can keep it to 1 trigger if you use XS Injection (which you could then write custom conditions and effects), but I doubt you want to go that far.
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