Polygon objective

A forum for discussing map making ideas and problems for the Myth series.
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Fildred
Posts: 18
Joined: Fri Apr 25, 2008 7:22 am

Polygon objective

Post by Fildred »

In the level from TFL "The Siege Of Madrigal," the endgame objective is to get all of your forces over the bridge, safe from the advancing army.

In my level, there are 30 peasents all running for their lives as the dark forces attack the town. I have it so that the dark forces kill the peasants bt protect themself if the player gets too close. Sometimes, the player stops the dark forces from killing alot of peasants, sometimes, the dark forces are all too effective.

When 15 peasents are left, a movement action makes them all start running for the very back edge of the map where a road leads off screen. I want to make one possible victory condition for the light forces that all hte surviving peasents are at that road.

As of right now, i have a TUNI action that has a link to the peasents, a polygon action that is drawn in the general area of the road, and an activate on success action that links to the Light Win action.

Problem: as soon as the level starts, it registers as a win. How do i solve this problem? I forsee the polygon TUNI action very useful in the future, but im not utilizing it properly. Can someone help me out or point me to a tutorial? Thanks again.
gugusm
Posts: 487
Joined: Mon Aug 22, 2005 1:16 pm
Location: Klucze, Poland
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Post by gugusm »

Hmm, I'm not sure if I understood you correctly, but you surely have to add to your TUNI action "Unit Count Greater Than" flag and put there a number, so the action will success when this specified number of peasants will be on the road.
A-Red
Posts: 771
Joined: Fri Jul 23, 2004 8:36 pm

Post by A-Red »

Gugusm is right--I bet that's your error. In this case though, I think you want a slightly different script. Try a reverse polygon, and test for Less Than 1 peasant. That way, it will trigger when all the peasants are on the road, regardless of the exact number of peasants.

(Also, make sure your polygon is clockwise.)
Fildred
Posts: 18
Joined: Fri Apr 25, 2008 7:22 am

Post by Fildred »

oh thanks alot, both of you guys. I couldnt figure out how to specify the number, and the reverse polygon is a great work around so i didnt have to do one for each possible number of units.

Thanks a ton guys!
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