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Can not turn Replicator off (triggers not working)

 
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SoLan
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Joined: 13 Jan 2004
Posts: 183

PostPosted: Thu Jan 22, 2004 12:36 pm    Post subject: Can not turn Replicator off (triggers not working) Reply with quote

I have set up a Replicator site with the Replicator and three activators. I want the Replicator to be turned on while there are friendly units on the activators and to switch off if an activator is abandoned or captured by the enemy. I manage to turn the Replicator on when I put units on the activators, but I can not make it turn off again.

The way I am trying to do this is by creating an area on top of each activator and then setting a trigger to turn the Replicator on when each of these areas contain at least one friendly mobile unit (I have also added Andy, since he is in the level). I have the set triggers that turns Side 1's Replicator off in case one of these areas contain exactly 0 of "any unit" belonging to Side 1. I have also tried with "at most 0". When I test the level, the Replicator turns on once I have placed units on all three activators, but it does not turn off again when I move the units off the activators. I can not see where my logic fails... Crying or Very sad

I know that in a level in the pack that came with the game, there was aReplicator that would do exactly what I want this one to do (except for the fact that I want it to work only for friendly units). How was that done? What is the best way to set up something like this?

I am running v. 1.0a on a Palm Tungsten T3. The level does not contain much more than what I have mentioned at the moment, since I recently had to start over after creating a level that produced a Fatal Exception error on my palm.

--SoLan
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Wizard
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Joined: 30 Nov 2003
Posts: 68
Location: Bristol, England

PostPosted: Thu Jan 22, 2004 3:53 pm    Post subject: Reply with quote

I too have got this problem.

I created trigger A to switch on the Replicator when all three pads contains exactly 1 unit belonging to Side 1

Trigger B is to switch the Replicator off if pad one contains exactly 0 units of Side 1. Triggers C and D are the same as B.

As SoLan, the replicator switches on, but not off again.

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Wizard

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t3guy
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Joined: 10 Jan 2004
Posts: 20

PostPosted: Thu Jan 22, 2004 6:46 pm    Post subject: Reply with quote

Ok guys, my level wasn't going to have a replicator, but I had to try it. First I added the replicator itself, and set the Side to be Side2, which is the human player on my level. Then I added three new areas around it, made them as small as possible and named them r1, r2, and r3. Then I added three replicator switches, one on top of each area, and made them Side2. It took me a couple of tries, but the example below made the replicator come on when the areas were populated, and switch off if any of them were not. Hope this helps.

--------------------------------------------------------
CONDITIONS:
-Area 'r1' contains Exactly 0 Any Unit owned by Side 2
ACTIONS
-Turn Side2's Replicator Off
-Preserve trigger
--------------------------------------------------------
CONDITIONS:
-Area 'r2' contains Exactly 0 Any Unit owned by Side 2
ACTIONS
-Turn Side2's Replicator Off
-Preserve trigger
--------------------------------------------------------
CONDITIONS:
-Area 'r3' contains Exactly 0 Any Unit owned by Side 2
ACTIONS
-Turn Side2's Replicator Off
-Preserve trigger
--------------------------------------------------------
CONDITIONS:
-Area 'r1' contains Exactly 1 Any Unit owned by Side2
-Area 'r2' contains Exactly 1 Any Unit owned by Side2
-Area 'r3' contains Exactly 1 Any Unit owned by Side2
ACTIONS:
-Turn Side2's Replicator On
-Preserve trigger
--------------------------------------------------------

So far I have made my level begin correctly, centered over Andy. The computer begins mining and building vehicles and troops, and sends those troops to certain locations. The mission will fail if Andy dies and suceed if there are no computer controled elements left. I haven't worked out how to build an exact number of troops or vehicles per area yet, working on that.
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Wizard
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Joined: 30 Nov 2003
Posts: 68
Location: Bristol, England

PostPosted: Fri Jan 23, 2004 12:22 am    Post subject: Reply with quote

Thanks,

My replicator setup is the same except that I don't have the "Preserve Trigger" settings

W

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Wizard

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SoLan
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Joined: 13 Jan 2004
Posts: 183

PostPosted: Fri Jan 23, 2004 1:19 am    Post subject: Preserve trigger did it! Reply with quote

'Preserve trigger' was the key to the problem. My Replicator is now working perfectly! Smile

Thanks, t3guy!

--SoLan
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