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Topic Subject:Scenario Design Help Thread
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Echuu
Jedi Padawan
(id: Master Echuu)
posted 07-28-03 01:20 PM EDT (US)         
The Scenario Design Help Thread

Greetings, fellow Scenario Designers. I'm just letting you know that the Help Thread has been emptied so that you won't have to shuffle through 25 pages of questions and answers before you ask your questions. Instead, take a look at the Scenario Design Page that Angel AoErat has provided and already posted for us in his other thread, and take a look at everything there is to know about Scenario Design before asking any questions.

Happy Designing.

AuthorReplies:
Striker_
Clone Trooper
posted 08-17-03 06:47 PM EDT (US)     151 / 2270       
This came straight from this thread

Healing a unit by means of an AI

You can make custom AI's for SWGB (and CC) that allow triggers to detect taunts. This is called the 'Password Trick' (read EO's description of this method here). To make such an AI, you can add code such as this to an existing AI:
)
(defrule
(taunt-detected
1 1)
=>
(acknowledge-taunt
1 1)
(cc-add-resource
nova 1)
)
In this example (used in Gall Spaceport, and later in Falcon's First Flight):
"
1" is the player using the taunt. This is always a human player, usually player 1, just like in this example.
"
1" is the number of the taunt used, in this case "1. I got it"
"(cc-add-resource
nova 1)" this line adds resources for the player that has the AI (a computer player), in this case it adds 1 nova for the AI player each time player 1 uses taunt 1. In this line:
"
nova" is the resource you add for the AI player. You can choose between carbon, food, nova and metal (for ore). I haven't found a way to add misc counters.
"
1" is the quantity of the specified resource that is to be added.

In Falcon's First Flight I used this AI for player 6. I'll give a full description of how the healing was handled in this campaign, with full triggers. In FFF, you could pick up HealthPacks by standing next to some PowerPacks. You could the activate a HealthPack by using taunt 1, and receive full healing.
To be able to heal, you need HealthPacks. This is what a typical trigger for picking up a HealthPack looks like:

Trigger: 'HealthPack' ON/NO LOOP
Condition0: Bring object (hero) to area (area around PowerPack)
Effect0: Remove object (PowerPack)
Effect1: Tribute: 100 nova from player 6 to GAIA (in case the player used the taunt before picking up the HealthPack... you don't want him to automatically heal as soon as he picks up the HealthPack)
Effect2: Tribute: 1 food from GAIA to player 1 (This food is mostly for the player to see how many HealthPacks he has)
Effect3: Tribute: 1 misc counter 1 from GAIA to player 1 (This is a hidden counter, to prevent the 'FORCEFOOD' cheat from having an influence on the health points)
Effect4: Send Chat to player 1 : <PowerPack : HealthPack>

When player 1 has HealthPacks, he will have at least 1 food and 1 misc counter 1. And when he wants to heal, and uses taunt 1, player 6 will receive 1 nova. And so, we can make a trigger that detects when the player wants to heal, and is entitled to heal:

Trigger: 'Taunt detected' ON/LOOP
Condition0: Accumulate Attribute: Player 1 accumulates 1 food stockpile
Condition1: Accumulate Attribute: Player 1 accumulates 1 misc counter 1
Condition2: Accumulate Attribute: Player 6 accumulates 1 nova stockpile
Effect0: Tribute: 1 food from player 1 to GAIA (substract 1 HealthPack from the counter)
Effect1: Tribute: 1 misc counter 1 from player 1 to GAIA
Effect2: Tribute: 100 nova from player 6 to GAIA (to make sure the player doesn't get healed twice in a row)
Effect3: Activate trigger: 'Heal Hero' (This activates the actual healing trigger)

Okay, and now for the trigger that actually heals your hero:

Trigger: 'Heal Hero' OFF/NO LOOP
Effect0: Damage object (hero) : 400 (max hitpoints; to reset the current health to '0')
Effect1: Damage object (hero) : -400 (minus max hitpoints; to set the current hitpoints to full health. You can copy/paste in a minus sign. Don't touch this effect again, or you risk reseting the damage to '0')
Effect2: Send Chat to Player 1 : <Healing>

Well, this is basically how healing with an AI works. This is how it was done in Falcon's First Flight, and pretty much how it was done in Gall Spaceport. Easy, huh?
Many thanks to The Vampire Slayer for teaching me this heal method, and for letting me use his Immobile Heal AI.
Have fun implementing it in your scenario, JamesMartigo


(Yes, I know I have already posted this once in this thread.)


VEDI, VENDI, VECI, I came, I saw, I conquered.
-- Julius Caesar
DarkSuperPanda
Clone Trooper
posted 08-17-03 08:59 PM EDT (US)     152 / 2270       
thank you

IF YOU WANT TO UNDERSTAND A SUPERPANDA, YOU NEED TO BE A SUPERPANDA

superpanda letter

superpanda have the power

Astro
Clone Trooper
(id: Astro_mech)
posted 08-18-03 09:39 PM EDT (US)     153 / 2270       
I have been wondering something for a LONG time! How do you put buildings on top of other buildings?!?! Thank you for your time!
Echuu
Jedi Padawan
(id: Master Echuu)
posted 08-18-03 09:43 PM EDT (US)     154 / 2270       
You need to use the Map Copy tool, and paste certain things over each other. It doesn't work with all buildings though. It's also used to get units on top of ledges of buildings, such as the Decimator Laboratory.
Tesla Trooper
Clone Trooper
posted 08-19-03 08:49 PM EDT (US)     155 / 2270       
Anyone know how to pull of the conveier (sp) belt trick ?
Thanks you to whoever can help

Tesla Trooper
Echuu
Jedi Padawan
(id: Master Echuu)
posted 08-19-03 08:53 PM EDT (US)     156 / 2270       
It's basically a series of create and remove object triggers, that activate themselves in a neverending chain. Just remove the current piece of trash, then create another one tile over. Use 2 second timers as conditions. The only hard part is changing the piece of trash, and you tend to lose the trigger momentum.
Tesla Trooper
Clone Trooper
posted 08-19-03 09:01 PM EDT (US)     157 / 2270       
Thanks Echuu
What about the laser-conveyer (think i spelt it right) trick Emporer Tungor used ?

Tesla Trooper
Darth Monty
Clone Trooper
posted 08-20-03 01:49 AM EDT (US)     158 / 2270       
Do what Echuu said but place invisible targets and get decimators/whatever to fire at them.

MONTE
MEC - SD - JA - HoA

[This message has been edited by Darth Monty (edited 08-20-2003 @ 01:50 AM).]

Darth753
Clone Trooper
posted 08-20-03 01:51 PM EDT (US)     159 / 2270       
Does anyone know of any SMALL programs that convert .mp3 files to .wav and vice versa? my sound editor can only use .wav's

Village Idiot of the SWGBH Forums Since 6-29-03

"Eagles soar high but weasels don't get sucked into jet engines" - The Office

"If you give a man a fish, he wil eat for a day. But if you teach the man to fish, he will buy an ugly hat. And if you talk about fish to a starving man, then you're a consultant." - Dilbert cartoon

RadX
Clone Trooper
posted 08-20-03 01:56 PM EDT (US)     160 / 2270       
There's an MP3 maker given with the SWGB Design Kit which you can download from the Utilities section of the Downloads. Remember to look on all pages for it.

I've never used it before.

N BAD
Clone Trooper
posted 08-22-03 03:06 AM EDT (US)     161 / 2270       
Hey,

Is there an AI that makes things patrol and walk around like i towns and stuff?


~N BAD~
Dream: To make a starwars ep 3 campaign before the movie comes out
Curent projects
/\/\/\/\/\____________________/\/\/\/\/
Tantive IV , Rebublic Commandos Multiplayer and single player
Sorry Tantive project has been cancelled due too loss of files
Darth Monty
Clone Trooper
posted 08-22-03 03:16 AM EDT (US)     162 / 2270       
You could use the Starfighter AI, that might work. But it may move the units in groups.

MONTE
MEC - SD - JA - HoA
N BAD
Clone Trooper
posted 08-22-03 03:30 AM EDT (US)     163 / 2270       
Ok thanks i'll try if it don't work i'll just do it the hard way (by trigers wait or is that easy way)

~N BAD~
Dream: To make a starwars ep 3 campaign before the movie comes out
Curent projects
/\/\/\/\/\____________________/\/\/\/\/
Tantive IV , Rebublic Commandos Multiplayer and single player
Sorry Tantive project has been cancelled due too loss of files
Tholm Mosou
Clone Trooper
posted 08-23-03 07:58 AM EDT (US)     164 / 2270       
Meh, I give up trying. Anyone know how Tevious' "silent tribute" trick in SOTE works?

Tholm Mosou
Master Echuu- Tholm was one kickass scenario designer who dissapeared without a trace.
How true... how true...
UlicQel Droma
Clone Trooper
posted 08-23-03 02:24 PM EDT (US)     165 / 2270       
He probaley made a sound which was blank.

UlicQel Droma
Current Project: The Dorssian War
Secondary Project: The Shadows of the Sith
Striker_
Clone Trooper
posted 08-23-03 04:14 PM EDT (US)     166 / 2270       
Tholm, tribute -1 food from you to GAIA.

Happy Designing


VEDI, VENDI, VECI, I came, I saw, I conquered.
-- Julius Caesar
roee_co
Clone Trooper
posted 08-24-03 11:03 PM EDT (US)     167 / 2270       
Is there a way to stop animals from moving? I mean let's say it's a gaia unit and it's a ronto, is there a way to stop the ronto from moving?

Thanks for the help

roee_co

Darth Monty
Clone Trooper
posted 08-25-03 02:07 AM EDT (US)     168 / 2270       
Have them either patrol on the spot, use the stop unit trigger or the freze unit trigger. Make sure to loop the stop and/or freeze triggers.

MONTE
MEC - SD - JA - HoA
roee_co
Clone Trooper
posted 08-25-03 10:20 AM EDT (US)     169 / 2270       
I thought of something else, what if I'll change their ownership from gaia to a neutural player that have an ai script, will that work?

Thanks for the help anyway

roee_co

Edit: Ok, after trying to figure out a way with Master Echuu We've realized that there is no solution to my problem and that it's not possible. so if you ever wanted to prevent a Ronto or other Gaia animal from moving... forget about it!

[This message has been edited by roee_co (edited 08-25-2003 @ 04:49 PM).]

Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 08-25-03 04:18 PM EDT (US)     170 / 2270       
QUESTION:In SOTE in the first level, you can veiw ships even though you don't own them. and then afterwards, that area changes back to black. How do you do that?

[This message has been edited by Imperial Force (edited 08-27-2003 @ 03:52 PM).]

Astro
Clone Trooper
(id: Astro_mech)
posted 08-25-03 07:40 PM EDT (US)     171 / 2270       
I have a question, how do you make a trigger randomly be chosen to activate? Like on Vampire_Slayer's RPG battle scenario, how does he make the enemies encountered be random? I mean, one time I played it, the first enemy I fought was a rodian; but then I restarted the scenario, and I fought some jawas first! How does he do that? Thanks!

- Astro
roee_co
Clone Trooper
posted 08-25-03 10:35 PM EDT (US)     172 / 2270       
I think it has something to do with an AI script, something to do with these AI scripts:
http://swgb.heavengames.com/downloads/php/descpage.php?type=AI&id=11

Projects:
The Mystery Islands
Obi Wan - Becoming a Jedi 1,2 Remaking
Obi Wan - Becoming a Jedi 3
My Site
RED HOT CHILI PEPPERS ROCKS!!!

Astro
Clone Trooper
(id: Astro_mech)
posted 08-25-03 11:10 PM EDT (US)     173 / 2270       
Thanks, I think that will work!

I have one more question. In the eyecandy lake, flood, and ocean by Admiral Zaarin, he creates the little water waves. I was wondering how he did that, and if you can create attacks, like lazers or those flashing balls, the same way. Thanks again!


- Astro
roee_co
Clone Trooper
posted 08-25-03 11:44 PM EDT (US)     174 / 2270       
What you need is the all units mod, there is a water effect I think that make the waves, also there are lazers and those flashing balls
You can find it here:
http://swgb.heavengames.com/downloads/php/descpage.php?type=Mods&id=186

Projects:
The Mystery Islands
Obi Wan - Becoming a Jedi 1,2 Remaking
Obi Wan - Becoming a Jedi 3
My Site
RED HOT CHILI PEPPERS ROCKS!!!

Astro
Clone Trooper
(id: Astro_mech)
posted 08-26-03 06:22 PM EDT (US)     175 / 2270       
Thanks again, Roee_co!

- Astro
roee_co
Clone Trooper
posted 08-26-03 09:04 PM EDT (US)     176 / 2270       
No Problem

Projects:
The Mystery Islands
Obi Wan - Becoming a Jedi 1,2 Remaking
Obi Wan - Becoming a Jedi 3
My Site
RED HOT CHILI PEPPERS ROCKS!!!

Astro
Clone Trooper
(id: Astro_mech)
posted 08-26-03 09:17 PM EDT (US)     177 / 2270       
Sorry to bother everyone here, but I have one more question. Hopfully this will be my last for a while. Anyway, is it ok if I use some sounds I got from other campaigns -- like SOTE, TPM or the Tale of Sevrance Tann -- in my scenarios? Of course I would say I used them in my scenario's credits and description. Those campaigns have alot of useful sounds, and they would really add a Professional touch to my new scenario.!

- Astro
Striker_
Clone Trooper
posted 08-27-03 09:31 AM EDT (US)     178 / 2270       
Yes, Astro_Mech you can. Otherwise, I would be in a heapload of poo.

VEDI, VENDI, VECI, I came, I saw, I conquered.
-- Julius Caesar
Astro
Clone Trooper
(id: Astro_mech)
posted 08-27-03 05:46 PM EDT (US)     179 / 2270       
Just making sure!

- Astro
Tesla Trooper
Clone Trooper
posted 08-27-03 08:50 PM EDT (US)     180 / 2270       
I've been trying to set up a laser bolt deflecting trick, i have the units set up, the invisible targets, the triggers that set up the units to attack the target, but i want a trooper laser bolt to bounce of were the target is loacted, so is it possible to generate a troopers bolt that heads off in different direction ?
I have the All Scn Units Mod by Mace, so would that help there ?

Tesla Trooper
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