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#1
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When a trigger is triggered, all it does is call a certain method. In that method, you can determine what trigger was called and what, if anything, to do about it. In the examples you've seen, when a trigger was triggered, an action was called. Technically, they don't have to have the same name, it just makes the coding a bit easier. It doesn't always have to work that way, though. When a trigger is triggered, I could do anything I want like loading a mission, sending a message to players, or destroying an aircraft. Likewise, an action can be called at any time like after a certain amount of time, a certain player joins, or a certain type of aircraft is spawned. Triggers don't have to happen in any sort of order. If you have a trigger for when a certain group of aircraft is destroyed, it will be triggered whenever those aircraft are destroyed. It depends on nothing else. Unfortunately, I've found that triggers aren't always reliable. At least in the two instances I was using them for in Operation Dynamo. I'm sure in time they will be improved, but for now I've managed to work around them. |
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#2
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Army 1 = red Army 2 = blue in the beginning if the mission file. Otherwise I can agree that triggers are not reliable as it is hard to make sure an event happens. Therefore they can be used only as a supplementary tool not as the core of mission logics. |
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#3
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I also wanted a trigger that would fire when a train was destroyed, but I could never get it to fire. |
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#4
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Maybe just increase radius of the trigger to include more units. Some notes about triggers http://forum.1cpublishing.eu/showpos...5&postcount=17 |
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