Destruction Trigger
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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. |