Timer Trigger: Difference between revisions
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(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...") |
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[[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" > | ||
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<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. | ||
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<Trigger Name="tIntro_1" Type="Timer" Timer="0" Inactive="1" > | <Trigger Name="tIntro_1" Type="Timer" Timer="0" Inactive="1" > | ||
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<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. | ||
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<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.