What do you think is the best way to trigger a "secret level" alternate map when you dont beat a level for campaigns ?????????????...
thanks to oz the flag control/ / sector controls scripts work... now is the time to optimize and standardize the triggers for maps triggered when not achieving victory.
vvvvvvvvvvvvvvvvvvvvv----Defeat Path-------------
{
}
--surviving officers heros leaders---
{
(subj, monster_identifier)
10814 (_z union inf Mofficer-mon)
}
Any surviving leaders? [Test Unit]
deactivates_on_execution
0.00, 0.00
{
Unit Count Greater Than
1
Link
--surviving officers heros leaders---
Activates on Success
Surviving Leaders Regroup
}
Surviving Leaders Regroup [Endgame Condition]
deactivates_on_trigger
0.00, 0.00
{
Light Victory Flag
Failure Flag
true
Prerequisites
Any surviving leaders?
No Celebration
}
vvvvvvvvvvvvvvvvvvvvvv----Retreat Path-----------
{
}
are retreating forces to safety? [Geometry Filter]
initially_active
deactivates_on_successful_execution
1.00, 1.00
{
Link
ALL TEAM_zero
Polygon Points
17.483, 182.417
21.245, 183.620
23.604, 179.688
18.000, 178.256
Polygon Closed Flag
Results Action Identifier
----Retreat Path-----------
Tests for Monsters on a Given Team Index
0
Activates on Success
Tested Items Inside Location Field Name
}
have light forces retreated [Test Unit]
flag
0.00, 0.00
{
Unit Count Greater Than
5
Link
ALL TEAM_zero
Polygon
17.438, 181.227
21.417, 182.807
22.950, 175.518
18.756, 174.389
Reversed Polygon Flag
Closed Polygon Flag
Activates on Failure
Force has Retreated
}
Force has Retreated [Endgame Condition]
deactivates_on_trigger
0.00, 0.00
{
Light Victory Flag
true
No Celebration
true
Failure Flag
true
Prerequisites
have light forces retreated
}
vvvvvvvvvv--- Failure Map alternate path----
{
}
Another Chance at Victory! [Endgame Condition]
deactivates_on_trigger
0.00, 0.00
{
Light Victory Flag
Failure Flag
No Celebration
}
vvvvvvvvv-- just add failure flag into existing end game test...
secret levels and alternate paths for campaigns
secret levels and alternate paths for campaigns
if one does not learn from the failings of the past they are likely to suffer its return.
Re: secret levels and alternate paths for campaigns
I'm not sure what you are asking seeing as you appear to have answered your own question. If you want a loss to always lead to a secret level, then you just never have a dark victory Endgame action. You just keep it light victory or light victory with the failure flag.