Some questions about game triggers

I’m working on a ship destruction simulation system for my Midway mod. With game triggers I could make the destruction of the ships more attractive, but I’ve had a couple of problems.

The idea is to hide a balloon with game_trigger_disappear so that when it is destroyed by a bomb it sends signals to the create entity triggers and these generate smoke and fire.

The problem is that I have 9 different ships per team, and if I put the create entity trigger on all of them, it doesn’t matter which one is actually destroyed, because they will all activate and generate smoke.

and I don’t understand how to make a balloon send a signal exclusively to a group of triggers, since they don’t have a field in properties to associate the signal output, I’ve seen some examples but only if it’s a sphere trigger and a human enters a group of triggers is activated, but as I said, that doesn’t work for me for this system.

Does anyone know or have an idea how to do it?

@ErikaKalkbrenner or @Mopuit are probably your best bets, they’re the most known modders iirc

Which both have 0 ideas of game triggers actually :slight_smile: :point_up:

Some of the entity effects have a timed effect. They are triggered and then disappear. I found one effect I placed on the ground; fire started wide and then scaled to a small speck and then disappeared, so I had to drag the effect onto the ground to trigger that fire spread.

If I were you would add one of the timed effect as a template to the balloon properties. Then add the trigger create into the properties too. After balloon is triggered by trigger sphere or square a explosive grenade should ignite balloon. By adding the explosive to balloon properties, more accurate adjustments can ignite balloon when hit.

The create entity trigger should trigger your chosen effect. I noticed when I used trigger create entity The +item_in_world was used to place solid modeled.items with action properties. I added zombie_spawn_zone with +item_in_world using a special mode (zombie_spawn_mode). Maybe the action trigger to aide special eefects is in a different mode.

You don’t need a transform field for game_trigger_processor_create_entity to work, it will still spawn the template without causing any errors.
For example, you can spawn a customized version of the Earth Shield template, which would enable the Earth Shield zombie UI, such as bossbars, to be displayed on the screen.
Look at the following entities.blk code:

zombie_travel_mode_stripped{
  _use:t="replicating"
  _use:t="team_bots_data"
  "zombie_travel_mode:tag"{
  }
  "entity_spawner__removeOnWaveEnd:tag"{}
}

This template can be spawned by game_trigger_processor_create_entity and it doesn’t have a transform field, which you are trying to add with item_in_world

I believe you can disable the self-destruction timer with some coding

It wasn’t necessary to do that, after a while I understood how the triggers worked and I have already implemented the destruction system.

Modular aircraft carrier destruction system (wip)

I have put a destructible rend inst with a certain amount of life, when it is destroyed it emits a signal with game trigger disappear, which activates multiple game triggers create entity, some with fire emvir fire background medium and others with massive smoke, in addition to explosion effects, luckily for what I want, these effects have no lifespan, so they are not removed

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That explosion reminded me about the intro to World of Warships RPG game.