On 26.05.2005 01:00, Andrej Krivulčík wrote: > Just to freshen things a little bit: > > Jens wrote: > > The map is currently broken if you lose one of the tanks in the first > > battle. I haven't actually checked, but what happens if you lose the > > infantry and don't have the resources to build a new one? > > I'm trying to resolve these situations. I decided to abort the mission > after losing one of the starting tanks because I wouldn't be able to > trigger the "returned home" event with new tanks unit (which would have > different ID). This wasn't complicated but I want to abort the mission > also when the player loses the infantry. And the problem is that the unit > is not created at the start of the mission and its ID is also unknown. > > How can I trigger an event by destruction of unit which is not yet > created? I miss some kind of "if destroyed one of player 1's infantry" or > "if destroyed all of player 1's infantry" triggers. Or is there a > workaround? (Perhaps guessing or setting the infantry's ID?) No, you can't set or guess the ID, but there is a way to solve this: Create the event with a trigger of "player's infantry destroyed", but set it to disabled initially. Then create a "manipulate event" event which triggers when an infantry is built in the depot and enables the first event. I've attached some suggested changes to the messages. Also, for consistency's sake, I think it would be better to label the depot "Factory" instead of "Depot". Jens
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