Destruction Trigger: Difference between revisions

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(Created page with " '''Destruction triggers''' fire when something specific dies. ==Arguments== *'''IsBuilding''' - If this is a building (if not it refers to a unit). *'''Target''' - Name of...")
 
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[[Category:Triggers]]
'''Destruction triggers''' fire when something specific dies.


'''Destruction triggers''' fire when something specific dies.
== Arguments ==


==Arguments==
*'''IsBuilding''' - If this is a building (if not it refers to a unit).  
*'''IsBuilding''' - If this is a building (if not it refers to a unit).  
*'''Target''' - Name of the script-spawned unit or building.  
*'''Target''' - Name of the script-spawned unit or building.  


==Common Usage==
== Common Usage ==
*Failing a scenario if the player loses a VIP unit
 
*Completing objectives when the player destroys a target
*Failing a scenario if the player loses a VIP unit  
*Completing objectives when the player destroys a target  


==Limitations==
== Limitations ==
*Cannot be used with units/buildings built 'organically' - only stuff spawned and named within the script
 
*For explicit victory conditions built on blowing up enemy Nexuses, use [[ZoneCapture]] instead
*Cannot be used with units/buildings built 'organically' - only stuff spawned and named within the script  
*For explicit victory conditions built on blowing up enemy Nexuses, use [[ZoneCapture|ZoneCapture]] instead  
 
== Examples ==


==Examples==
   <Trigger Name="tLossSpeech" Type="Destruction" Target="uPlayerHero2" >  
   <Trigger Name="tLossSpeech" Type="Destruction" Target="uPlayerHero2" >  
     <Dialog>
     <Dialog>
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     <ActivateTrigger Target="tActualLoss" />
     <ActivateTrigger Target="tActualLoss" />
   </Trigger>
   </Trigger>
From Ganymede in Memories, this plays audio when the player loses their special Avatar unit, marks the objective failed, and activates a short timer for the actual mission loss (so you have a chance to hear the dialog and reflect on your failure).
From Ganymede in Memories, this plays audio when the player loses their special Avatar unit, marks the objective failed, and activates a short timer for the actual mission loss (so you have a chance to hear the dialog and reflect on your failure).


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     <ActivateTrigger Target="tPlayerFreeDreads" />
     <ActivateTrigger Target="tPlayerFreeDreads" />
   </Trigger>
   </Trigger>
From Europa in Memories, this moves the scenario along when the player destroys an incoming force they were warned about.
From Europa in Memories, this moves the scenario along when the player destroys an incoming force they were warned about.

Revision as of 20:21, 18 January 2017

Destruction triggers fire when something specific dies.

Arguments

  • IsBuilding - If this is a building (if not it refers to a unit).
  • Target - Name of the script-spawned unit or building.

Common Usage

  • Failing a scenario if the player loses a VIP unit
  • Completing objectives when the player destroys a target

Limitations

  • Cannot be used with units/buildings built 'organically' - only stuff spawned and named within the script
  • For explicit victory conditions built on blowing up enemy Nexuses, use ZoneCapture instead

Examples

 <Trigger Name="tLossSpeech" Type="Destruction" Target="uPlayerHero2" > 
   <Dialog>
     <Entry Icon="Haalee" Text="Ganymede_Loss_1"  Audio = "Audio/Campaign/Memories2_Ganymede/Memory_2_Haalee_12.wav" />
   </Dialog>
   <Objective Name="oProtectAvatar" String="Ganymede_oProtectAvatarFailed" SetCheck="false" />
   <ActivateTrigger Target="tActualLoss" />
 </Trigger>

From Ganymede in Memories, this plays audio when the player loses their special Avatar unit, marks the objective failed, and activates a short timer for the actual mission loss (so you have a chance to hear the dialog and reflect on your failure).

 <Trigger Name="tSouthSurvived" Type="Destruction" Target="uSouthReinforcement_Leader" >
   <Reveal Name="rSouthIncoming_Reveal" Position="200,5900" Size="700" Enable="0" />
   <Dialog>
     <Entry Icon="Haalee" Text="Europa_SouthSurvived_1" Audio = "Audio/Campaign/Memories3_Europa/Memory_3_Haalee_15.wav" />
   </Dialog>
   <Objective Name="oSurviveSouth" String="Europa_oSurviveSouth" SetCheck="true" />
   <Objective Name="oIncoming"     Hide="true" />
   <ActivateTrigger Target="tFadeMaulerObjective" />
   <ActivateTrigger Target="tPlayerFreeDreads" />
 </Trigger>

From Europa in Memories, this moves the scenario along when the player destroys an incoming force they were warned about.