Area Trigger: Difference between revisions
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(Created page with "An Area trigger fires when the human player moves a unit into the area. ==Arguments== *'''Center''' - Map coordinates of the center of the area. Required. *'''Size''' - Size...") |
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An Area trigger fires when the human player moves a unit into the area. | An Area trigger fires when the human player moves a unit into the area. | ||
==Arguments= | {{SectionTemplate | ||
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*'''Center''' - Map coordinates of the center of the area. Required. | *'''Center''' - Map coordinates of the center of the area. Required. | ||
*'''Size''' - Size of the area. | *'''Size''' - Size of the area. | ||
*'''Template''' - Template name of the unit that can trigger this. If you want it to fire if any unit enters the area, do not specify a Template argument. | *'''Template''' - Template name of the unit that can trigger this. If you want it to fire if any unit enters the area, do not specify a Template argument. | ||
==Common Usage= | |||
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Area triggers are useful for: | Area triggers are useful for: | ||
==Examples= | #Warning a player about a heavily defended location | ||
#Warning a player about an enemy base that might not be a good idea to assault until he's completed some other mission objectives | |||
#"Waking up" an AI player that the player got too close to | |||
#Setting up 'escort' type missions that have some effect when the player gets a unit somewhere | |||
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<Trigger Name="tHarvest_00" Type="Area" Center="0,-1408" Size="300" Template="SS_A_Harvester" > | <Trigger Name="tHarvest_00" Type="Area" Center="0,-1408" Size="300" Template="SS_A_Harvester" > | ||
<AreaIndicator Name="iHarvest_00" Position="64,-1344" Size="225" Color="Blue" Duration="0" /> | <AreaIndicator Name="iHarvest_00" Position="64,-1344" Size="225" Color="Blue" Duration="0" /> | ||
<Var Name="vRegionsHarvested" Operation="+" Value="1" /> | <Var Name="vRegionsHarvested" Operation="+" Value="1" /> | ||
</Trigger> | </Trigger> | ||
This is from the Betelgeuse mission in Escalation, and both fades an AreaIndicator and increments the variable for "regions harvested" when the player brings a Harvester to the targeted area. | This is from the Betelgeuse mission in Escalation, and both fades an AreaIndicator and increments the variable for "regions harvested" when the player brings a Harvester to the targeted area. | ||
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<Objective Name="LandEngineer" SetCheck="1"/> | <Objective Name="LandEngineer" SetCheck="1"/> | ||
<Objective Name="Setupbase" String="Mission5_Objective4B"/> | <Objective Name="Setupbase" String="Mission5_Objective4B"/> | ||
<Restrict Type="Orbital" ID="CallEngineer" Enable="1"/> | <Restrict Type="Orbital" ID="CallEngineer" Enable="1"/> | ||
<Dialog> | <Dialog> | ||
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<ActivateTrigger Target="NoSneaky" /> | <ActivateTrigger Target="NoSneaky" /> | ||
</Trigger> | </Trigger> | ||
From Decanus in Imminent Crisis, this kicks off a whole new phase of the mission when the player successfully drops an Engineer to the western staging point. | From Decanus in Imminent Crisis, this kicks off a whole new phase of the mission when the player successfully drops an Engineer to the western staging point. | ||
[[Category:Triggers]] |
Latest revision as of 15:47, 24 November 2020
Arguments
Common UsageArea triggers are useful for:
Examples<Trigger Name="tHarvest_00" Type="Area" Center="0,-1408" Size="300" Template="SS_A_Harvester" > <AreaIndicator Name="iHarvest_00" Position="64,-1344" Size="225" Color="Blue" Duration="0" /> <Var Name="vRegionsHarvested" Operation="+" Value="1" /> </Trigger> This is from the Betelgeuse mission in Escalation, and both fades an AreaIndicator and increments the variable for "regions harvested" when the player brings a Harvester to the targeted area. <Trigger Name="DropEngineer" Type="Area" Template="PHC_2_Engineer" Center="5200,0,0" Size="500"> <AreaIndicator Name="EngineerDropSite" Duration="0"/> <Objective Name="LandEngineer" SetCheck="1"/> <Objective Name="Setupbase" String="Mission5_Objective4B"/> <Restrict Type="Orbital" ID="CallEngineer" Enable="1"/> <Dialog> <Entry Icon="Mac" Text="Mission5_T4a_3" Audio="audio/campaign/Mission5_Decanus/Mission5_T4a_3.wav"/> </Dialog> <ActivateTrigger Target="EnableEnemyAIDelay" /> <ActivateTrigger Target="ScoutAdvice" /> <ActivateTrigger Target="NoSneaky" /> </Trigger> From Decanus in Imminent Crisis, this kicks off a whole new phase of the mission when the player successfully drops an Engineer to the western staging point. |