[TCS]BlackMamba 0 Posted June 5, 2004 Share Posted June 5, 2004 This is quite confusing to me as I have checked the code for them and from all i have compared it to it should work. Basically I use the following FX: GENERAL_TYPE10 DAMAGE(2)(0) GENERAL_TYPE05 GENERAL_TYPE09 GENERAL_TYPE23(0)(2) EXPLOSION_LARGE_DIRT For the purposes of testing the trigger for these explosions is start up. Basically I want them to loop after being activated so, I made two timers to loop them through. In the start up block I put: Trigger Event: The simulation is starting. Responses: Set (The player-controlled platoon) to Players platoon. Set Objective to 0. Make all members of Attackers undetectable. Make all members of East 1 undetectable. Assign Tank 1 part 1 to tank1 and execute. Assign aid 1 part 1 to aid1 and execute. Assign Guard 1 to 1 and execute. Assign Guard 2 to 2 and execute. Assign Aid 2 part 1 to aid2 and execute. Set tank 2 at the start to expire in 2.5 second(s). Assign troop1 to troop1 and execute. Assign Troop2 to troop2 and execute. Set aid dead to 0. Set weather1 to expire in 150 second(s). Set Ob escort is complete to 0. Set Explosion 1 1 to expire in 3 second(s). then Group: <Default> Comment: Explsoion 1 1 Trigger Event: Explosion 1 1 has expired. Responses: Allow this block to be reactivated. Activate a1. Activate a2. Activate a3. Activate a4. Activate a5. Activate a6. Set Explosion 1 2 to expire in 3 second(s). then Group: <Default> Comment: Explosion 1 2 Trigger Event: Explosion 1 2 has expired. Responses: Allow this block to be reactivated. Activate a1. Activate a2. Activate a3. Activate a4. Activate a5. Activate a6. Set Explosion 1 1 to expire in 3 second(s). so as far as I can tell at the start the first timer should be triggered at the start and that timer should trigger the second timer which should trigger the first and the explosion should happen every 3 seconds. However I get nothing. Quote Link to post Share on other sites
Chavez 0 Posted June 5, 2004 Share Posted June 5, 2004 If nothing at all happens then I doubt you have sat the effects correctly. From the top of my head I cannot recall if all those effects are valid, but my guess is that you have set the effects wrong in some sort of way. Quote Link to post Share on other sites
Jack57 0 Posted June 5, 2004 Share Posted June 5, 2004 Since you are activating the same effects each time, why not: Group: <Default> Comment: Explsoion 1 1 Trigger Event: Explosion 1 1 has expired. Responses: Allow this block to be reactivated. Activate a1. Activate a2. Activate a3. Activate a4. Activate a5. Activate a6. Set Explosion 1 1 to expire in 3 second(s). What you have should work all the same. Most of those effects are ones I don't use, so there may be a reason for that. Can you add another efffect with good ole GENERAL_TYPE14(0)(20) just for testing purposes. If it's not working then, we need to look elsewhere for the problem. Jack Quote Link to post Share on other sites
[TCS]BlackMamba 0 Posted June 7, 2004 Author Share Posted June 7, 2004 Thanks guys but ill just change the story line no biggy really. Quote Link to post Share on other sites
Jack57 0 Posted June 7, 2004 Share Posted June 7, 2004 NP, but you haven't found out where you went wrong - so when you really need to use effects . . . Quote Link to post Share on other sites
BornToKill 0 Posted June 9, 2004 Share Posted June 9, 2004 where did you type the effect name?? in the "Name"box or in the box that initially says "<Uninitialized>"?? You should have Name as A1 <uninitialized> as General_Type05 (not case sensitive) All the effects you put up work and i've had in my missions working, so can only think you miss typed them somewhere. Quote Link to post Share on other sites
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