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Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 3:48 am
by timberwolf15
vexiliant wrote: Mon Mar 16, 2020 3:36 am Ah, the Unit Killed/Removed makes sense now, as I've just been using Unit Count.
oh here is the Objective in action we do not need to delete yours and put in the new one we just need to edit the trigger on Bomber ok here it is ...
sec fixed.png
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Ok now we already know how to fix the 2/3 thing or whatever it is the 3 /2 but in this screen shot this has not been fixed but I need to ask you about the Gold VP flag on the city hex ok so here is the Dont Loose any Bombers
in the pic below the bomber is wounded BUT the trigger has not been shown as failed so this part is fixed ...
damagenofail.png
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Here a bomber is knocked down and is in mid crash and screenshot taken and Wham ...
bombercrash.png
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the objective is properly implemented as a fail

Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 3:53 am
by timberwolf15
sec objective works.png
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This pic shows the other bomber the 2nd one still flying around BUT the objective is a fail ...
other bomber.png
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the pic below this is a glitch I cannot get rid of it ... without deleting this post ..
ok stand by for the pic of the trigger edit which is nothing more than a tiny tweak of the trigger you made ...

Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 4:07 am
by timberwolf15
Original trigger minor tweak - but choose among other things ANY EVENT instead of Combat Event ... Combat event makes perfect sense but at times it gets glitchy just like unit count should work but does not seem to.
trig edit 1.png
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When you choose unit killed you then of course must click on the button and choose the unit ... then you gotta .. well the easy thing to do is to clone this original trigger after you tweaked it. Click on the "Clone Selected" button BUT make sure you first Click on the Trigger that you want to clone. Then you get this cloned trigger below that I renamed ..
cloned trigger.png
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Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 6:18 pm
by timberwolf15
Ok here is a recap - This is how you fix the first problem which is the Primary Objectives screen reads 3/2 or something you want it to read 0/2 what you want it to do is that when the two airfields are capped by the Brits (who is the human player) that this objective is complete that went both German airfields are capped this primary objective is complete; however, you also want the Gold VP flag to remain in the city on the Brit side ... from my understanding ; therefore, the primary objective is going to have to read "Capture the Primary Airfields 1/3" see the pic below - it reads 1/3 because there are 3 Gold VP flags on the map and one is already capped by the Brits the one in the city. (Actually it shows 1/3 also because of the trigger value of 3 - but this is what we want)
fix 1 objective .png
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so then in order for this Objective to work properly when the two German airfields are capped which means the hex ownership will change then then the Objective will show this below:
fix 1 objective b .png
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so in order to get this to work we edit the current map a teeny bit and we adjust the Trigger a teeny bit.
in order to edit the map open the scenario in the editor and get rid of the two Grit Gold VP Flags on the two airfields leave the one in the city hex ...
then go to Triggers .. and edit the Airfields complete Trigger see the pic below
fix 1 a.png
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Click on the Trigger ( Airfields Complete) make sure it reads ANY EVENT then click on Check VP Count and make sure the value = amount is 3 currently its at 2 then make sure you save everything ..
Then WHAM this trigger is fixed Praise the Lord - HE really helped us woo hoo

Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 6:34 pm
by timberwolf15
The situation is now that when a person plays this scenario there is no way to complete the primary objective because there is no way to get the hex ownerships of the airfields to change so ... this needs to be administered into the scenario so it works this is expected as this scenario is not complete.
In order to do this we must assign a plane or planes that can change the hex ownerships of the airfields we do this by setting up a trigger that actually changes the hex ownership of these airfields when a unit or units get near them in order to do this one must set up triggers that tell the game which units can do this you must assign particular units to do this but as shown in other post this endeavor can be accomplished by using airplanes ... woo hoo
The ability of a plane being able to change hex ownership of an airfield is explained in this thread .. viewtopic.php?f=374&t=97328

Re: Q: 2 VP Problem

Posted: Mon Mar 16, 2020 7:07 pm
by timberwolf15
I just noticed another problem whenever you edit a scenario even though it shows the triggers are edited then you go to play but then for example the Primary objective has not changed even though you edited everything exactly right what you have to do sometime but not all the times but anytime the game feels like messing with you what you got to do is to exit completely out of the scenario that you edited and then - open it back up which means you need to save it but since you may have made a mistake you need to save it to another file name other than what you opened it up as so that you have a back up ... then when you relaod this saved edited scenario - opening it up via the scenario editor it all works what happens is even though the editor allows you to play test it while in the editor what you edited does not always carry over to the play test so when you go to play test it - it is as if it never was edited even though when you go back to the editor it shows its been edited I am talking about when you go back and forth using the "Exit to Editor" button then you edit the scenario then you click on "Launch Scenario" at times the edits do not make it over to the scenario launch the playtest of if so you must save it and exit completely out back to the main menu then go back and reload it then NOW you can properly play test it... this is another vital amount of info that is not mentioned anywhere that any designer has at some point run into.

Re: Q: 2 VP Problem

Posted: Tue Mar 17, 2020 4:53 am
by vexiliant
gunny wrote: Mon Mar 16, 2020 3:45 am Yeah and I always managed to choose what to me made sense which was what you picked unit count but I could not get it to act right in other scenarios I made which I am sure it does something great but for this it seems one needs to use unit kill remove ..
Mhm, I completely agree, after this, I probably have to learn about triggerwork's even more, cause' I'm pretty sure I'm not that up to par with using triggers... :D