Destruction Trigger: Difference between revisions
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|welcome=Destruction Trigger | |||
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'''Destruction triggers''' fire when something specific dies. | '''Destruction triggers''' fire when something specific dies. | ||
== Arguments = | {{SectionTemplate | ||
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*'''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. | ||
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*Failing a scenario if the player loses a VIP unit | *Failing a scenario if the player loses a VIP unit | ||
*Completing objectives when the player destroys a target | *Completing objectives when the player destroys a target | ||
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*Cannot be used with units/buildings built 'organically' - only stuff spawned and named within the script | *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 | *For explicit victory conditions built on blowing up enemy Nexuses, use [[ZoneCapture|ZoneCapture]] instead | ||
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<Trigger Name="tLossSpeech" Type="Destruction" Target="uPlayerHero2" > | <Trigger Name="tLossSpeech" Type="Destruction" Target="uPlayerHero2" > | ||
<Dialog> | <Dialog> | ||
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<Objective Name="oSurviveSouth" String="Europa_oSurviveSouth" SetCheck="true" /> | <Objective Name="oSurviveSouth" String="Europa_oSurviveSouth" SetCheck="true" /> | ||
<Objective Name="oIncoming" Hide="true" /> | <Objective Name="oIncoming" Hide="true" /> | ||
<ActivateTrigger Target="tFadeMaulerObjective" /> | <ActivateTrigger Target="tFadeMaulerObjective" /> | ||
<ActivateTrigger Target="tPlayerFreeDreads" /> | <ActivateTrigger Target="tPlayerFreeDreads" /> | ||
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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. | ||
[[Category:Triggers]] |
Latest revision as of 16:00, 24 November 2020
Arguments
Common Usage
Limitations
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. |