Timer Trigger: Difference between revisions

From Ashes of the Singularity - Official Wiki
Jump to navigation Jump to search
(Created page with "'''Timer triggers''' fire after a delay. Timer triggers are by far the most common triggers in most Ashes scenarios. ==Arguments== *'''Time -''' Time in seconds after this ge...")
 
No edit summary
Line 1: Line 1:
[[Category:Triggers]]
'''Timer triggers''' fire after a delay.
'''Timer triggers''' fire after a delay.


Timer triggers are by far the most common triggers in most Ashes scenarios.
Timer triggers are by far the most common triggers in most Ashes scenarios.
==Arguments==
 
== Arguments ==
 
*'''Time -''' Time in seconds after this gets triggered that it takes place.  
*'''Time -''' Time in seconds after this gets triggered that it takes place.  
==Common Usage==
 
*Initial setup (leave active, set timer to 0)
== Common Usage ==
*Recurring attack waves (use ActivateTrigger to reactivate itself)
 
*Delayed effects (waiting a few seconds to do something after a Nexus is destroyed, to let the VO play and the explosion be admired)
*Initial setup (leave active, set timer to 0)  
*Delayed objectives (give the player an objective after a few minutes so they're not so overwhelmed at mission start)
*Recurring attack waves (use ActivateTrigger to reactivate itself)  
==Examples==
*Delayed effects (waiting a few seconds to do something after a Nexus is destroyed, to let the VO play and the explosion be admired)  
*Delayed objectives (give the player an objective after a few minutes so they're not so overwhelmed at mission start)  
 
== Examples ==


   <Trigger Name="tEasyDefenses" Type="Timer" Timer="0" Inactive="1" >
   <Trigger Name="tEasyDefenses" Type="Timer" Timer="0" Inactive="1" >
Line 23: Line 29:
     <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="-4416,-10048" />
     <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="-4416,-10048" />
   </Trigger>
   </Trigger>
This is activated from a [[Difficulty_Trigger|Difficulty trigger]] and spawns additional defenses for the player.
This is activated from a [[Difficulty_Trigger|Difficulty trigger]] and spawns additional defenses for the player.


&nbsp;


   <Trigger Name="tIntro_1" Type="Timer" Timer="0" Inactive="1" >
   <Trigger Name="tIntro_1" Type="Timer" Timer="0" Inactive="1" >
Line 40: Line 48:
     <ActivateTrigger Target="tCaptureWest_Breadcrumb_Timer" />
     <ActivateTrigger Target="tCaptureWest_Breadcrumb_Timer" />
   </Trigger>
   </Trigger>
This plays some opening dialog, sets up objectives, and starts the timer for a hint trigger that will fire in a few minutes.
This plays some opening dialog, sets up objectives, and starts the timer for a hint trigger that will fire in a few minutes.


&nbsp;


   <Trigger Name="tActualLoss" Type="Timer" Timer="1" Inactive="1" >
   <Trigger Name="tActualLoss" Type="Timer" Timer="1" Inactive="1" >
     <EndMission Victory="0" String="Altaria_LossString" />
     <EndMission Victory="0" String="Altaria_LossString" />
   </Trigger>
   </Trigger>
This ends the mission with a loss after being called by a [[ZoneCapture]] trigger.
 
This ends the mission with a loss after being called by a [[ZoneCapture|ZoneCapture]] trigger.

Revision as of 20:22, 18 January 2017

Timer triggers fire after a delay.

Timer triggers are by far the most common triggers in most Ashes scenarios.

Arguments

  • Time - Time in seconds after this gets triggered that it takes place.

Common Usage

  • Initial setup (leave active, set timer to 0)
  • Recurring attack waves (use ActivateTrigger to reactivate itself)
  • Delayed effects (waiting a few seconds to do something after a Nexus is destroyed, to let the VO play and the explosion be admired)
  • Delayed objectives (give the player an objective after a few minutes so they're not so overwhelmed at mission start)

Examples

 <Trigger Name="tEasyDefenses" Type="Timer" Timer="0" Inactive="1" >
   <SpawnBuilding Name="temp" Template="PHC_DroneBay" Player="1" Position="3328,-2176" />
   <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="3520,-2240" />
   <SpawnBuilding Name="temp" Template="PHC_DroneBay" Player="1" Position="-2688,-2176" />
   <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="-2880,-2240" />
   <SpawnBuilding Name="temp" Template="PHC_DroneBay" Player="1" Position="-3200,-6700" />
   <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="-2880,-6592" />
   <SpawnBuilding Name="temp" Template="PHC_DroneBay" Player="1" Position="3840,-7168" />
   <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="3904,-7360" />
   <SpawnBuilding Name="temp" Template="PHC_DroneBay" Player="1" Position="-4708,-10340" />
   <SpawnBuilding Name="temp" Template="PHC_Sensor" Player="1" Position="-4416,-10048" />
 </Trigger>

This is activated from a Difficulty trigger and spawns additional defenses for the player.

 

 <Trigger Name="tIntro_1" Type="Timer" Timer="0" Inactive="1" >
   <LetterBox Enable="0" />
   <Dialog>
     <Entry Icon="Samuel" Text="InceptionPHC_Intro_1" />
     <Entry Icon="Samuel" Text="InceptionPHC_Intro_2" />
     <Entry Icon="Samuel" Text="InceptionPHC_Intro_3" />
   </Dialog>
   <Objective Name="oSurvive_Obj" String="InceptionPHC_Survive_Obj" />
   <Objective Name="oDestroyPHC_Obj" String="InceptionPHC_DestroyPHC_Obj" />
   <Objective Name="oContainNihilon_Obj" String="InceptionPHC_ContainNihilon_Obj" />    
   <AreaIndicator Name="iDestroyWeasley" Position="8512,-8256" Color="Red" Size="300" Duration="-1" />
   <AreaIndicator Name="iDestroyGamgee"  Position="-8512,-5440" Color="Red" Size="300" Duration="-1" />
   <ActivateTrigger Target="tCaptureWest_Breadcrumb_Timer" />
 </Trigger>

This plays some opening dialog, sets up objectives, and starts the timer for a hint trigger that will fire in a few minutes.

 

 <Trigger Name="tActualLoss" Type="Timer" Timer="1" Inactive="1" >
   <EndMission Victory="0" String="Altaria_LossString" />
 </Trigger>

This ends the mission with a loss after being called by a ZoneCapture trigger.