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PostPosted: Thu May 10, 2018 10:09 am Reply with quote Back to top

I just made my few first triggers on my custom map. If Axis side captures Stalingrad, the weather will start snowing heavy and an Axis Speech will start playing encouraging to push onwards to Moscow (which is also on my map) which is kind of cool.

I am thinking of what other triggers I could do (there are so many to choose from, many I'm not entirely sure what they do yet). Next on my list is to make it so if Axis side captures Warsaw, conscript polish regiments resistance will appear and try to fight back but they are not appearing when I do this for some reason (gotta keep testing).

Any cool/fun ideas you guys have with using triggers?
 
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PostPosted: Thu May 10, 2018 11:01 pm Reply with quote Back to top

it's a bit time-consuming to pull off... but one of my favorites is creating a ring of permanent visibility markers around a hill or high-point on the map. if somebody captures that hill I use a series of triggers to have the visibility markers convert to the side that captured the hill. this way capturing hills or mountain tops has tactical advantages to it that you won't find elsewhere. there are two maps I posted here that use this feature "Arctic Roadways" and "Pitchfork River" both make use of this idea.

the other one I really liked was using multiple areas and motion triggers to get trucks to move through a regular route. the "Japanese Stronghold" map uses this concept to get six trucks roaming across the map. the player has to destroy all six of them to really hurt their enemy.

another one is that looks at the condition or state of specific actors. for example, you could use triggers to tell players that a certain regiment has to survive the entire game in order to complete a mission objective. if you wanted to, you could specifically state that a certain UNIT needs to survive. let's say you have a mission where you're supposed to escort a convoy and one of the trucks has your theater commander in it. if that truck gets destroyed you could lose the escort mission. you could even take it a step further and say that not only does the truck with the general in it need to survive but the two armored car COs leading the escort team also need to survive. in that case, if you start out with the regiments on the map when the mission begins you could actually specify those two armored cars. now, when a unit dies it gets replaced by a new unit with a different unit ID but the same basic characteristics. you could use triggers so that they initial CO unit has higher attack, defense, and health values that the replacement won't have. so there's an added incentive to keep that unit alive.

I'm hoping to employ triggers for this sort of thing when I start working on more missions for Japan and China - historically, they both lost a lot of officers - and in some cases, it might have been better to keep good officers alive longer rather than have them throw their lives away on unproductive suicide missions.

so that's something else you could do with triggers.
 
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