Preventing Future Waypoints from Triggering to Early

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Country Joe-PG-
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Preventing Future Waypoints from Triggering to Early

Post by Country Joe-PG- »

You can prevent Future Waypoints from premature triggering by using what we call, "Event Stacking" or "Group Stacking".

I copied the topic from our old forums:

Event Stacking:
Country Joe wrote:
Imagine a map that has 6 waypoints in it all set in a row at 1000 meter intervals. Basically, a straight line from one side of the terrain to the other.
Even if we made a boring map this way, we'd still find a player who, for what ever reason, feels the need to go from Waypoint 1 to Waypoint 6. In my past map making practices, this player would end up triggering the final Event and ending the map prematurely thus pissing me and everyone else in the server off.

I've started adding the following to my Events log trying to prevent the buggers from triggering my waypoints too early.
In each Event, I say that the previous Event(s) have to be triggered before that Event can be triggered.

For example, I have a map with 6 Events in it.

(Event 0 is the "start map" event.)

Event 2 can only be triggered if Event 1 has been triggered and is completed.

Event 3 can only be triggered if Event 1 and Event 2 have been triggered and completed. etc......

All the way to Event 6 which looks like this:

Event 5: Last Waypoint reached / Win Blue
If (Triggers): Group 1 reaches waypoint 5 and
Event 1 has been triggered and
Event 2 has been triggered and
Event 3 has been triggered and
Event 4 has been triggered

Then (Actions): Win Sub Goal 5 (Reach Final Waypoint)
Win, Blue

Since the Waypoint Advancements are based on how I do my Events log, you can't advance or trigger future waypoints/Events unless the previous events have been completed and are made true.

So I made a map with six waypoints in it all in a straight line. I drove from the start to the final waypoint to test this out. It didn't trigger the final event so I drove backwards from Waypoint 6 to 5 to 4 to 3 to 2 to 1. It never prematurely triggered future Events.
Group Stacking
Bubba wrote:
Event List for Desert Rumble 2.mis, saved on 4/15/2008, 22:24

This is the Event List from a recent map that shows what Joe explained above. The entries that make an Area Trigger un-triggerable until you want them triggered are in bold red text.





Event 0: Start of Game - Redirect to WP 1

Triggers:

Group 1 is within area 1
Actions:

Show Win Subgoal 1
Redirect group 1 to waypoint 1 - 0

Event 1: Alpha Dead/Kill Radio Equip

Triggers:

Group 8 has been destroyed
Actions:

Win Sub Goal 1
Show Win Subgoal 2
Change SSN 570 AI : destroyable
Change SSN 571 AI : destroyable
Change SSN 573 AI : destroyable
Change SSN 576 AI : destroyable
Change SSN 580 AI : destroyable
Change SSN 583 AI : destroyable
Change SSN 594 AI : destroyable
Change SSN 597 AI : destroyable

Event 2: Radio Eq Dead/RD to WP 1

Triggers:

Group 3 has been destroyed
Actions:

Win Sub Goal 2
Show Win Subgoal 3
Redirect group 1 to waypoint 1 - 1
Vaporize Group 11

Event 3: Blue at AT 3/RD to WP 2

Triggers:

Group 8 has been destroyed and
Group 3 has been destroyed and
Group 1 is within area 3
Actions:

Redirect group 1 to waypoint 1 - 2

Event 4: Blue at AT 6/RD to WP 3

Triggers:

Group 8 has been destroyed and
Group 3 has been destroyed and
Group 1 is within area 6
Actions:

Redirect group 1 to waypoint 1 - 3

Event 5: Bravo Dead/Now Command Center

Triggers:

Group 16 has been destroyed
Actions:

Win Sub Goal 3
Show Win Subgoal 4
Change SSN 605 AI : destroyable
Change SSN 606 AI : destroyable
Change SSN 607 AI : destroyable
Change SSN 608 AI : destroyable
Change SSN 609 AI : destroyable
Change SSN 610 AI : destroyable
Change SSN 611 AI : destroyable

Event 6: Command Ctr Dead/Now Comm Towers

Triggers:

Group 19 has been destroyed
Actions:

Win Sub Goal 4
Show Win Subgoal 5
Change SSN 390 AI : destroyable
Change SSN 391 AI : destroyable
Change SSN 387 AI : destroyable
Change SSN 388 AI : destroyable
Change SSN 389 AI : destroyable

Event 7: Comm Towers Dead/RD to WP 4

Triggers:

Group 4 has been destroyed
Actions:

Win Sub Goal 5
Redirect group 1 to waypoint 1 - 4
Vaporize Group 22

Event 8: Blue in AT 4/RD WP 5

Triggers:

Group 8 has been destroyed and
Group 3 has been destroyed and
Group 16 has been destroyed and
Group 19 has been destroyed and
Group 4 has been destroyed and
Group 1 is within area 4
Actions:

Show Win Subgoal 6
Redirect group 1 to waypoint 1 - 5

Event 9: Charlie Dead/Destroy Trucks

Triggers:

Group 15 has been destroyed
Actions:

Win Sub Goal 6
Show Win Subgoal 7
Change SSN 470 AI : destroyable
Change SSN 473 AI : destroyable
Change SSN 478 AI : destroyable
Change SSN 480 AI : destroyable
Change SSN 482 AI : destroyable

Event 10: Trucks Dead/RD to WP 6

Triggers:

Group 18 has been destroyed
Actions:

Win Sub Goal 7
Redirect group 1 to waypoint 1 - 6
Vaporize Group 12

Event 11: Blue in AT 5/RD to WP 7

Triggers:

Group 8 has been destroyed and
Group 3 has been destroyed and
Group 16 has been destroyed and
Group 19 has been destroyed and
Group 4 has been destroyed and
Group 15 has been destroyed and
Group 18 has been destroyed and
Group 1 is within area 5

Actions:

Show Win Subgoal 8
Redirect group 1 to waypoint 1 - 7

Event 12: Echo Dead/Win Blue

Triggers:

Group 5 has been destroyed
Actions:

Win Sub Goal 8
Win, Blue
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