CCME Manual : [TRIGGERS]



M i s s i o n___S c r i p t s : [TRIGGERS]


Triggers are the guts of the mission, these basically describe
all the events that happen in a mission. There are triggers that
must be included in the mission for it to actual act like a minimal
mission, these are triggers that enable the mission to come to a
conclusion (Win/Lose trigger effects) and also the 'Production'
trigger effect is needed in order for the computer player(s) to be
able to create new units and structures etc.
Triggers are one of the trickiest things to get to grips with, so
this chapter is to help you understand the basics of triggers, if
you want to look at the examples page you'll see some triggers
that have been tested.


Edit:
  • This specifies whether or not you creating a new trigger or you are ammending a previously defined trigger. You can only edit one trigger at a time with this dialog.
Name:
  • This is the name of the trigger, there are few restrictions here but try to use only alpha-numeric charcters in the name and also keep it as short as possible.
Activator:
  • All triggers require an activator (see appendix) to get them started, you must choose one that is relevent to your cause. When the activator field has been satisfied the trigger will do its job.
Numeric:
  • The name of this field will change depending on the activator you chose, if the numeric field is not required then the text 'Not Used:' will be displayed. If you choose 'Built It' as your activator then you'll probably need to refer to the appendix for a reference to the building you require.
Team:
  • The team field works along side the Activator part, the team you choose is the team that activates the trigger when the activator condition has been reached.

TeamType:
  • Some trigger effects need a team type to work properly, the team type menu lists all the defined teamtypes for you to select from. If the effect you chose needs a corresponding team type then select it using this menu.

Effect:
  • Like the activator all triggers require an effect (see appendix) to say what will happen in the trigger. Some effects are activator dependant so your choice needs to be correct. Most cases you can use any trigger but if something didn't happen that should have when you play the mission check your triggers again.

Activate Once:
  • This check box states whether or not the trigger can be activated more than once, check this box to make the trigger activate once only, leave it unchecked to make the trigger activate repeatedly.







© 1998 by Greg Freeman - ThermOptic Software.