I have a scenario where I have a Victory Point that when the scenario starts is owned by the enemy then wham the human player takes it, which changes hex ownership, which now shows a green check next to it on the Objectives Screen. (I also have other objectives in the scenario) Anyway, I want it to be able to change BACK to a Question Mark (OPEN ??? ) if an enemy retakes the hex.
I have tested it where an enemy retakes the hex but it still shows the Objective with a green check mark.
VP Objective State Question
Moderators: Order of Battle Moderators, The Artistocrats
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timberwolf15
- Master Sergeant - Bf 109E

- Posts: 453
- Joined: Wed Nov 25, 2009 9:17 pm
VP Objective State Question
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- Here it makes it show a green checkmark
- vp taken.png (763.34 KiB) Viewed 859 times
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bru888
- Order of Battle Moderator

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Re: VP Objective State Question
Change the "1" next to the "Sokule Completed" trigger to "-1" which is infinite repeating. Perhaps also change the trigger name to "Sokule Taken."
Then have another trigger named "Sokule Lost." This trigger should also be "-1" frequency, and this one should make the objective go back to "Open." Also, this trigger should be inactive to start (clear the checkbox to the left) - this is important.
A tidy procedure is to have both triggers include two "Set Trigger State" effects; the first one to turn itself off and the second one to turn the other trigger on. Then they can flip back and forth as needed.
Now, since "Sokule Lost" makes the objective go back to "Open," you need one more trigger to evaluate Sokule at scenario end, whether that is the turn limit or a sudden ending when other primary objectives are completed. It can be as simple as, when the scenario ends, if Check Objective State for "Capture Sokule" is "Open," mark it as "Failed" instead (and mark the AI's corresponding objective as "Completed" - I am assuming "Capture Sokule" is a primary objective).
As you probably know, the AI needs primary objectives to complete in order to make human player Defeat possible. These AI objectives are usually the flip sides of human objectives.
Then have another trigger named "Sokule Lost." This trigger should also be "-1" frequency, and this one should make the objective go back to "Open." Also, this trigger should be inactive to start (clear the checkbox to the left) - this is important.
A tidy procedure is to have both triggers include two "Set Trigger State" effects; the first one to turn itself off and the second one to turn the other trigger on. Then they can flip back and forth as needed.
Now, since "Sokule Lost" makes the objective go back to "Open," you need one more trigger to evaluate Sokule at scenario end, whether that is the turn limit or a sudden ending when other primary objectives are completed. It can be as simple as, when the scenario ends, if Check Objective State for "Capture Sokule" is "Open," mark it as "Failed" instead (and mark the AI's corresponding objective as "Completed" - I am assuming "Capture Sokule" is a primary objective).
As you probably know, the AI needs primary objectives to complete in order to make human player Defeat possible. These AI objectives are usually the flip sides of human objectives.
- Bru
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timberwolf15
- Master Sergeant - Bf 109E

- Posts: 453
- Joined: Wed Nov 25, 2009 9:17 pm
Re: VP Objective State Question
ok thanks so much I have another trigger when its lost but could not get the graphic to post in this thread showing that trigger and how its set up thanks this is very helpful
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timberwolf15
- Master Sergeant - Bf 109E

- Posts: 453
- Joined: Wed Nov 25, 2009 9:17 pm
Re: VP Objective State Question
Ok I play tested it and we got it working first I made a teenie scenario from scratch making sure I knew how to set up the stuff using 3 units on each side two primaries etc.
The main key was to use the -1 infinite triggers repeating I had completely forgotten about that so thanks now there is 10x more strategy in the scenario ....
The main key was to use the -1 infinite triggers repeating I had completely forgotten about that so thanks now there is 10x more strategy in the scenario ....