|This is a setup that I did put together from scratch in 20 minutes or so. Even the map is from scratch. How many games out there can do this?|
Keep in mind this is just a demonstration, silly setup. There is no intention of showing anything else but the use of triggers. In this scenario the author wants the player to control the Germans (grey icons) and the computer to control the Soviets (green icons). At the beginning of the scenario, the German and Soviet scouts can't see each other at because a woods-covered hill separates them. Let's suppose the author wants the computer-controlled Soviets to attack once the Germans occupy the barn of the farm in the middle of the map.
In the old times, the author would have to guess both if the player will occupy the farm and if that happens when. With the new trigger system, the scenario author can both set the Soviet attack to happen only if and exactly when the barn is occupied. This is how it looks in the scenario editor.
|And this is where the Soviets will go after the "Saray" trigger is fired (area highlighted yellow): assault the position near the barn.|
|... The "Saray" trigger is fired and the computer-controlled Soviets move to assault the barn (red line is the waypoint created by the computer/AI).|
|The final destination (red line, white dot) of the Soviets, just as specified in the scenario editor.|
Now with great power comes great responsibility. As you may have noticed in this setup, the computer-controlled Soviet side launched a focused counterattack on an enemy position without having a single simulated eye on the barn, the Germans or anything else than a bunch of trees. It will be up to the scenario creators not to abuse the use of triggers and to bestow a computer opponent with an unfair advantage of a prodigious foresight.