Trigger help

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scottieblueeyes
Posts: 16
Joined: Wed Jan 25, 2017 1:09 am

Trigger help

Post by scottieblueeyes » Sun May 21, 2017 10:02 pm

I've looked at a lot of help and tutorials on the subject, but I'm having trouble trying to make a trigger for a map I've designed. What I'm trying to do is around turn 50 create a trigger that enables all buildables in a game that starts out with no upgrades allowed, or one that enables just a couple of buildables like castles and heavy catapults. It seems that once no upgrades are chosen at the start menu that there's no way to make a trigger that allows blocked buildables and research.

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Puss_in_Boots
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Joined: Fri Apr 21, 2017 1:23 am

Re: Trigger help

Post by Puss_in_Boots » Sun May 21, 2017 10:49 pm

I believe I have read a post about this trigger. I remember COOLGuy saying you are supposed use an effect to clear all buildables first, and then you put all those "Enable Buildables effects" as favored in the same trigger. :|
RED, WHITE and BLUE!

tamtam12345
Posts: 594
Joined: Wed Mar 30, 2016 8:41 am

Re: Trigger help

Post by tamtam12345 » Mon May 22, 2017 2:32 pm

Sorry.I don't know how to use that trigger in this situation.
I also want to know how to do that. :)

Stratego (dev)
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Re: Trigger help

Post by Stratego (dev) » Mon May 22, 2017 6:42 pm

Puss_in_Boots wrote:I believe I have read a post about this trigger. I remember COOLGuy saying you are supposed use an effect to clear all buildables first, and then you put all those "Enable Buildables effects" as favored in the same trigger. :|
yes this is the good way to do

scottieblueeyes
Posts: 16
Joined: Wed Jan 25, 2017 1:09 am

Re: Trigger help

Post by scottieblueeyes » Wed May 24, 2017 8:30 pm

That's how I ended up doing it. Kind of a pain, but it's doable.

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