Outpost Universe Forums

Projects & Development => Outpost 2 Programming & Development => Topic started by: Sirbomber on February 11, 2010, 10:45:23 PM

Title: Reason To Disable Triggers
Post by: Sirbomber on February 11, 2010, 10:45:23 PM
I've always wondered why bother disabling triggers when you could just destroy them (or not create them in the first place).

Well, tonight I found the answer!  If you destroy a trigger that is used by a victory or defeat condition, the game crashes.  If you merely disable the trigger, the game proceeds as intended!
Title: Reason To Disable Triggers
Post by: CK9 on February 12, 2010, 12:51:19 AM
And here we see bomber learning a lesson the hard way, lol

I'm sorry bomber, but I couldn't help but to laugh when I read that.
Title: Reason To Disable Triggers
Post by: Sirbomber on February 12, 2010, 06:13:15 AM
What?  Why?
Title: Reason To Disable Triggers
Post by: CK9 on February 12, 2010, 09:16:43 AM
personally, if I see something like that I assume that there has to be a good reason and start thinking about what it could be used for instead of just deleting it :P
Title: Reason To Disable Triggers
Post by: Sirbomber on February 12, 2010, 11:54:06 AM
...Why would you want to create a trigger if you were never going to actually use it?

Besides, this is the only instance you would want to disable, not delete, the trigger.  You can only have so many triggers, and if you have too many OP2 crashes.  Destroying them is just good practice.
Title: Reason To Disable Triggers
Post by: CK9 on February 12, 2010, 12:30:32 PM
Is it a case where if you perfomr a certain action, the trigger is disabled?  Or is it just disabling a trigger that you put in there arbitrarily?
Title: Reason To Disable Triggers
Post by: Sirbomber on February 12, 2010, 12:50:50 PM
In my current project, once a certain condition has been achieved (destroy all enemy units) then a failure condition (all player vehicles destroyed) is disabled.