Vlad the Impaler Mission 2 Trigger explanation

Does anyone have an explanation as to how the triggers controlling the towns in the second mission of Vlad the Impaler work? Alternatively, has anyone been able to export the forgotten missions into the scenario editor?

I assume it's something like this.

Trigger - [Enabled at start] [Trigger looping (Yes or no? I need to test this)]

Condition - If X player controls [torch (converting)]

Effect - Change ownership [buildings] (In area)

I want to have this apply to 7 players, so this should work for each of them, with a trigger for each player for each town. I'll be using a lot of trigger studio to make this easier I think.

I'm having trouble setting the hp to infinite for the buildings, I understand the trigger needed to be used, but I'm having trouble with setting the effect properly. The Buildings tab in the object selection tab always reverts to units once I click off of it. The trigger setup is taken from SpOoky Magician's map on the workshop.

Trigger [Enable at start] [Looping - no]

Condition [Timer - 1]

Effect [Damage Object (buildings in area (player x)) -9999999]

Effect [Damage Object (buildings in area (player x)) -9999999]

Effect [Damage Object (buildings in area (player x)) -9999999]

I'm going to have to do this once for each player (For their capitol) and once for all the other towns (controlled by an AI player, or even gaia, if that would work).

My hope is to have each capitol provide a passive income to the player that controls it, so you can steal capitol's from other players. Could that be worked into the controlling the town trigger, or do I have to make a separate start and stop trigger for each player for each capitol?

Thank you so much, I am by no means a programmer, so I appreciate any help you can give me.

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