I'm working on the first tutorial map and I can't manage to create blue's mine triggered by yellow's tanks on certain hex. I'm attaching the map, try to edit the event (id = 1) so that the blue mine appears and the yellow player gets the message when his tanks end their turn on the bridge. Another nice feature is defining multiple hexes and/or hex ranges in the unitposition trigger. I want to execute the event when the yellow tanks end their turn at 4,8; 5,8; 6,8; 3,9; 4,9; 5,9; 6,9; 7,9; 4,10; (i.e. when he crosses the stream) and I'd like not to have nine events for it :-) ). Comments taken into consideration, will make it acoording to them. Andrej > I like it very much. I'd suggest throwing in a third lesson, though, > as moving and attacking are really very simple, especially when > fighting mines ;-) How about turning the construction site in the > south-east into enemy barracks (maybe even using events during the > course of the mission) and having moving the tanks into the barracks > as the final goal? That way you also get the conquest stuff out of > the way. And maybe consider scrapping the infantry vs. mines part > as that could become pretty tedious. > > Oh, and the small lines you seem to be using as a dirt paths at > 5,1 and 5,2 are supposed to be trenches. ;-) > And the tile at 7,13 is wrong, too, though I'll be the first to admit > that those ridges are too damn hard to tell apart... > > Jens > > ____________________________________ RAMMSTEIN, 22.02.2005 o 20,00, Bratislava Incheba, Info: 0904 666 363, http://www.xl.sk
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