secret levels and alternate paths for campaigns
Posted: Fri May 28, 2010 2:45 pm
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...
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...