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Imhotep’s Blueprints (Scenario Design)
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Rise and Fall Heaven » Forums » Imhotep’s Blueprints (Scenario Design) » Desperate Help Needed!!
Topic Subject:Desperate Help Needed!!
Kolonel Klink
posted 05-12-07 09:45 AM EDT (US)         
I have been working on a scenario: Fall of the Etruscans, and it's working out great. Only one HUGE problem- my first objective is to destroy a treasure chest and you're awarded 500 Gold. I did this by setting Condition: Object: Treasure Chest Hitpoints Min 0 Max 0. Then Effect: Player: attribute Gold, increase by 500. Sounds good, right? When I put it in the actual Trigger, it said that above, but it didn't work. Even weirder is that when I put my mouse over the Condition in the trigger box, it said <<None>>. I figured out that when I put my first Object in the Object box, it counts it as nothing. Then I thought, If I make duplicates off all my objects it will push it down! But it was showing up as Treasure = <<None>> Rome = Treasure and so on. You get the idea? I tried deleting all the tirggers but it still didn't work (luckily I didn't have that many triggers). It was working fine before... Is there something I can do when putting in the Object to the Object box that will make it register? IT LOOKS LIKE A GREAT SCENARIO and I'd hate if I'd have to drop the project. If anyone wants me to send them the file, just ask. I gladly will. Just Please, OH PLEASE! Could someone help me out here?

Grif-Why do you call it a Warthog? It looks more like a puma...
Sarge-It looks like a WARTHOG! See this front bumper? It looks like tusks. WHAT ANIMAL HAS TUSKS?!
Grif-A walrus.
Sarge-DAMN IT! Stop making up imaginary animals! ~RED VS BLUE
EEH Seraph
posted 05-12-07 10:22 AM EDT (US)     1 / 3       
I posted in the tech help forums. I guess you messed up and put this in there so you remade the thread in here. Its OK just try to place it right the first time

"It seems to me the humour of Sails is so dry you could strike a match on it and it would be the humour that caught fire." - Friend of Old
Dr Grip
posted 05-13-07 01:55 PM EDT (US)     2 / 3       
I'm not quite sure what you've done wrong. But what I think you should do, is to set up a trigger like this:

If does not exist, then Player: attribute Gold increase by 500

This is the best signature ever!
posted 05-13-07 06:46 PM EDT (US)     3 / 3       
Setting the object condition so it fires when the object has no hitpoints, means the object would still have to exist when it is destroyed, which it wouldn't be anyway.

Use; object chest(as selected on map) "exists" with "not" box checked in the condition. So when the chest does not exist, the effect fires. don't use any has attribute for the object specification unless it is "tagged" as a specific chest.

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