daskal Posted October 6, 2009 Share Posted October 6, 2009 Here is what I'm trying to set up:1. by reaching 'Area 1' gunner gets disabled and coax goes out2. after task is complete at 'Area 1' unit proceeds to 'Area 2' - gunner and coax are "repaired", but GPS get knocks out this time.3. after task is complete at 'Area 2' unit proceeds to 'Area 3' and everything gets repaired on the unit.Here is how I set it up:1. Area 1 - 'Damage if' -> gunner, coax - > if unit is in area 12. Area 2 - 'Repair if' -> gunner, coax - if unit is in area 2 'Damage if' -> GPS - if unit is in area 23. Area 3 - 'Repair if' -> Repair all - if unit is in Area 3And this is what happens:1. unit moves to 'Area 1' - gunner and coax get disabled2. unit moves to 'Area 2' - gunner and coax are repaired but knocked out right away again, then repaired and knocked out again and so on so forth. It's like the 'damage if' would have an endless effect, even when 'repair if' becomes true it knocks out the equipment again. GPS goes out as planned, that works fine.3. once at Area 3 'repair if' - 'repair all' enabled - GPS gets repaired, but gunner will be killed off right away after he has been revived.Any help/advice would be welcome. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted October 6, 2009 Share Posted October 6, 2009 Dask,I had something similar happen to me awhile back. Maybe this will help:http://www.steelbeasts.com/sbforums/showthread.php?t=13577&highlight=repair 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted October 6, 2009 Author Share Posted October 6, 2009 Dask,I had something similar happen to me awhile back. Maybe this will help: http://www.steelbeasts.com/sbforums/showthread.php?t=13577&highlight=repair Thanks a bunch! Although I was hoping there was a way to go around this with events and conditions as I wanted the malfunctions and repairs happen automatically Triggers require a manual input from the player - but looks like there is no other solution for this. 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted October 6, 2009 Share Posted October 6, 2009 Try this brother: Test.rar 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted October 6, 2009 Author Share Posted October 6, 2009 Thanks Tacbat! That's a smart workaround - works like a charm 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted October 6, 2009 Share Posted October 6, 2009 Perfect! 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted October 6, 2009 Moderators Share Posted October 6, 2009 Yes, it is difficult to say. The Damage if... basically causes it to be permanently damages (as you can see with the "XX" time). However, you would think that a Repair if... would fix it. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted October 9, 2009 Moderators Share Posted October 9, 2009 (edited) BTW, I mean to say that "Repair if" should fix damage, but if "Damage if" is used, then if the condition is true after it fixes it, then it might be damaged immediately again. Maybe that is what is happening? Edited October 9, 2009 by Volcano typo 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 9, 2009 Members Share Posted October 9, 2009 It may be worth a try, e.g. combine it with the Event "Unit in Area 2" (or Area 3 respectively) not being true. That way everything should get damaged in the beginning but hopefully not again once that the target areas have been reached...? 0 Quote Link to comment Share on other sites More sharing options...
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