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    Specific unit type attack trigger

    Map Making
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    • Frostion
      Frostion Admin last edited by

      Is there a way to set up conditions waiting for a specific unit type to do an attack move? Like if there is an instance of this unit type doing an attack this trigger will go off just before dice rolls?

      The reason I ask is that the nukes in Iron War is not as cool as in Age of Tribes (they make a mushroom 🍄) but in Iron War there is no effect. It would be nice to pop up a picture notification of a nuke going off.

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      • C
        Cernel Moderators @Frostion last edited by

        @Frostion For a normal unit that you send to attack a defended territory (if it works this way), just make, for each turn player, a trigger that test, for each territory in the map, if in that territory there is that unit owned by the turn player and the territory itself is enemy owned, and have this trigger firing before the battle phase. You can either have 1 notification per player or each notification telling exactly what territory you are nuking. Yes, you need a number of triggers equal to the nuke-allowed players multiplied by the number of nukable territories in the map, and a number of conditions at least twice as many.

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        • Frostion
          Frostion Admin last edited by

          I was hopeing for a solution that would not require thousands of triggers 🙁 A shame that there is not a condition attachment that keeps a lookout for who and what is about to do battle. Thanks anyway Cernel 🙄

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          • redrum
            redrum Admin last edited by

            @Frostion @Cernel Can't you just check if any nuke type unit exists in an enemy owned territory in a single trigger condition and have the fire before battle phase?

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            • C
              Cernel Moderators @redrum last edited by

              @redrum said in Specific unit type attack trigger:

              @Frostion @Cernel Can't you just check if any nuke type unit exists in an enemy owned territory in a single trigger condition and have the fire before battle phase?

              Nope.

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              • C
                Cernel Moderators @redrum last edited by

                @redrum
                Well, you could do it with 1 trigger per player, but you would still need a number of conditions equal to three times the number of territories in the map, per player, one for testing if the territory is enemy, by checking that directOwnership and alliedOwnership are both false (you can't test enemyOwnership) or by just checking for enemyPresence, in case territories without units would not matter and the case of enemies in not hostile territories would be comprehensive; then another for testing if the territory contains a nuke of yours; then another set of conditions per territory to test if both the above are true; then such all high level conditions referenced in a trigger with an OR relationship.

                What is currently supported for directPresence is:

                directPresenceTerritories values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories

                For doing it with 1 condition, directPresenceTerritories would need having a value like "hostile" (besides "controlled" etc.); then it would be possible doing it with a single trigger and a single condition per turn player. Still, this way, you would just get the info that 1+ nukes are getting used; I'm not sure how much neat would that be, if it is the same notification, no matter if you are using 1, 2 or whatever, in 1 or more territories.
                Also, it is not possible testing how many units of any kind there are in the map, with 1 single condition; you can only test how many units there are in each territory.

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                • Z
                  Zim Xero last edited by

                  I think what needs to be added to the game at some point is "attack animations or cut sequences". These, by default would be on, but could be turned off by a user. Right now the only way to approximate this is in specific scenarios using kamikaze type attacks or pre-programmed choices.

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