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Triggers - Can I use them to initiate a route?


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If my platoon is tasked with defending position A but may need to retreat to either position B or position C depending on developments, then during the planning phase can I create retreat routes to both positions B and C, each route being initiated by a separate trigger? Then during the mission I can choose the appropriate trigger to have the platoon retreat to the correct location?

 

Or are triggers mainly used for scenario builders to require input from the player during a scenario?

Edited by Jess
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27 minutes ago, Jess said:

If my platoon is tasked with defending position A but may need to retreat to either position B or position C depending on developments, then during the planning phase can I create retreat routes to both positions B and C, each route being initiated by a separate trigger? Then during the mission I can choose the appropriate trigger to have the platoon retreat to the correct location?

 

Or are triggers mainly used for scenario builders to require input from the player during a scenario?

 

To the best of my knowledge, you can not assign Triggers as a player during a mission.

 

They are limited to the second option - player input.

 

So you could script Options B and C and then link them to Triggers 1 and 2 (embark on Option B if Trigger 1 is activated).

 

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You can definitely link a trigger to an "embark if" order on a route.  Pretty sure that you can either allocate that trigger to a specific unit, in which case only 11A (for example) could order withdrawal from 11A defensive position, or just leave it as generic, giving anybody (?) the ability to order withdrawal from Battle Position 3 (for example)

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Note that triggers work "on" and "off", and can be toggled all the time. So you can alternate embark conditions to a trigger being set, and to NOT being set for the next route. That way the user can control the advance for multiple units by using the same trigger, whenever he wants them to move on.

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18 hours ago, Ssnake said:

Note that triggers work "on" and "off", and can be toggled all the time. So you can alternate embark conditions to a trigger being set, and to NOT being set for the next route. That way the user can control the advance for multiple units by using the same trigger, whenever he wants them to move on.

I'll have to play around and try that.  I'd like to have the two sections of my platoon take turns retreating so they can cover one another.  It's tricky to manage that while under fire, so I'd like to set some conditions that'll let me hit a couple keys and make it happen.  Problem is, the player doesn't really know where the initial battle positions will be, exactly, during the initial briefing so you can't set the triggers then.

 

Is it cheating to pause the game while I'm looking at the map?  Seems like the player can still do things on the map while the game is paused.

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9 minutes ago, Jess said:

I'll have to play around and try that.  I'd like to have the two sections of my platoon take turns retreating so they can cover one another.  It's tricky to manage that while under fire, so I'd like to set some conditions that'll let me hit a couple keys and make it happen.  Problem is, the player doesn't really know where the initial battle positions will be, exactly, during the initial briefing so you can't set the triggers then.

 

Is it cheating to pause the game while I'm looking at the map?  Seems like the player can still do things on the map while the game is paused.

 

There is nothing stopping you from building these "templates" off the side of the map (the white area) and then copy and paste once the mission is under way.

 

You can then tailor them to suit the ground once you've pasted them but the underlying logic will be in place.

 

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