Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Scenario Design Questions > Whats the secret behind anti-delete?
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For reference the way my triggers work are like this:
Upon razing a player tributes 1 raze to gaia. A hawk is spawned somewhere on the map.
I have two triggers for each raze: one that checks for a delete and one that checks for a legit raze.
The delete one checks the hawk area for any hawks. If there are none, the player is booted. If there is a hawk, the raze checker turns off the deleter. Finally I have a trigger that tasks the hawks to an area where they die to keep the map from being flooded with hawks (and thus deactivating the anti-delete).
Like I said, this works the majority of the time. However sometimes it screws up. While bug testing my map, I was auto-booted upon one of my towers being razed. Checking the recording shows that a hawk was spawned on the field, so I'm not sure why this happened. Is it lag? Am I missing something else?
Thanks.
you need something to be detected though. you can't just have the condition of destroy object for two triggers (the act and deact) for anti-delete without something to differentiate them.
For this to work you need to retribute the razing to GAIA after every time a player razes.
I found [You must login to view link] old thread which seems like it might have had useful triggers, but unfortunately the download is no longer there.
Could you maybe explain what you mean by this? What order do the triggers need to be in? When I look at the triggers using trigger script editor the anti-delete triggers come before the triggers to check for a raze.
[You must login to view link]
missing [MM]Gallas
Derp><
Well, now I can't avoid this question:/ Personally, I'm not using anti-delete triggers in my maps, but here something from this genius guy BF_Basse (he teached me a lot of trick years ago about triggers):
Trigger: Raze-counter
Starts: ON
Looping: YES
Condition: Accumulate Attribute: 1 Razing
Effect: Tribute: 1 Razing from Player to GAIA
Effect: Activate Trigger: Building Razed
Then a trigger to deactivate the Building Deleted trigger if it was razed:
Trigger: Building Razed
Starts: OFF
Looping: NO
Condition: Timer: 2
Effect: Deactivate Trigger: Building Deleted
This trigger activates the delete-detection trigger:
Trigger: Building Lost
Starts: ON
Looping: NO
Condition: Destroy Object: Desired Object
Effect: Activate Trigger: Building Deleted
If the building was deleted, this trigger will fire:
Trigger: Building Deleted
Starts: OFF
Looping: NO
Condition: Timer: 4
Effect: Punishment for Deleting building
Instead of "Destroy Object" you can use "Own Fewer Objects". This means you can have a "looping" delete-detection when. For example:
Trigger: Building Lost
Starts: OFF
Looping: NO
Condition: Own Fewer Objects: 0 The Accursed Tower (Let's say you start with only 1 tower)
Effect: Activate Trigger: Building Deleted
Effect: Activate Trigger: Re-activate Building Lost
Trigger: Re-activate Building Lost
Starts: ON
Looping: OFF
Condition: Own Objects: 1 The Accursed Tower
Effect: Activate Trigger: Building Lost
I hope this works. It's been a while since I used it last, so there might be something wrong, not sure