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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:
SilverSaber_Yoda
Clone Trooper
posted 01-27-06 05:44 PM EDT (US)     1621 / 2270       
Bluetuff,
Trigger Name: [Ob] Hvy Shield Generators
Scenario Instruction: Build 5 Hvy Fambaa Generators for the grand army.
Trigger Settings
Starting (On or Off)??
Looping (Off)

Condition 1:Objects in Area:
Player 1 /
Hvy Fambaa Shield(Whatever) /
{Area Select is entire field.}
--------or----------
Condition 1: Own Object:
Player 1
5 Hvy Famba Shield

Effect 1:
Display Instructions (or Send Chat) Objective Complete.

--------------------------------------------------------
LordBane88, this is to help you.
Try this; this is my exact system for "In Hot Pursuit".
To change ownership, use the following set of triggers.

Trigger 1: Name A
Trigger Settings:
Starting (On or Off) Off if you want to make it available later in the level.
Looping (Off)

Condition 1: Bring object to object. "Hero" to "unit"
Condition 2: Object Selected. "unit"

Effect 1: Change ownership Player A to Player 1 "unit"
Effect 2: Activate Trigger Name B
__________________________________
Trigger 2: Name B
Trigger Settings:
Starting (Off)
Looping (Off)

Condition 1: Timer. Value of 4
Condition 2: Object Visible. "Hero"

Effect 1: Change ownership Player 1 to Player A "unit"
Effect 2: Activate Trigger Name C
___________________________________
Trigger 3: Name C
Trigger Settings:
Starting (Off)
Looping (Off)

Condition 1: Own objects/
Player A original # of "unit" before it became yours.

Effect 1: Activate Trigger Name A
____________________________________
This next one is not nessecary, but it will keep you from being locked in the vehicle and lose your character.

Trigger 4: Name Ejection
Trigger Settings:
Starting (On)
Looping (On)

Condition 1: Timer. Value of 2
Condition 2: Units Garrisoned/ Select "unit"/ #'s 1
Condition 3: Own objects/
Player A original # of "unit" before it became yours.

Effect 1: Change ownership Player A to Player B(not 1) "unit"
Effect 2: Change ownership Player B to Player A "unit"
------------------------------------------------------------

It may be alot, but it works fairly well.
Hope it helps!


SilverSaber_Yoda
Currently Working On
STAR WARS SITH
RESIDENT EVIL: OPERATION PHOENIX

[This message has been edited by SilverSaber_Yoda (edited 01-27-2006 @ 06:10 PM).]

Darth Fett
Clone Trooper
posted 01-27-06 06:13 PM EDT (US)     1622 / 2270       
Alright, I got to use the sounds .

Well, now I need one last thing. Any more clone/stormtrooper voices, and droid voices.


You rock dood - Nanosaur
"CAPS LOCK IS CRUISE CONTROLL FOR COOL" ~ Hobo
darthRash
Clone Trooper
posted 01-27-06 07:30 PM EDT (US)     1623 / 2270       
How do I make another player own all player 1's units for a cut scene without the player defeated message coming up?
Bluetuft
Clone Trooper
posted 01-28-06 04:59 AM EDT (US)     1624 / 2270       
thanx SilverSaber_Yoda, i an now gunna go check it out

/\
/
__\
/____\
/
._\../._\
/___\/___\

Power Wisdom Courage
SilverSaber_Yoda
Clone Trooper
posted 01-30-06 12:06 PM EDT (US)     1625 / 2270       
Question about Rash's question, can't you just record the cutscene using the record game option in regular play and add to the cinematics in Scenario Editor?

SilverSaber_Yoda
Currently Working On
STAR WARS SITH
RESIDENT EVIL: OPERATION PHOENIX
crazygungan
Clone Trooper
posted 01-30-06 04:06 PM EDT (US)     1626 / 2270       
Darth Rash: Couldn't you use undefeatable object? It means that you can only be defeated if a triggers defeats you i.e. another player wins from a trigger
Bloodglitch
Clone Trooper
posted 02-02-06 10:45 PM EDT (US)     1627 / 2270       
I've looked everywhere but I can't find where it says it or who said it
I've seen those senario games with all those secret or cheat-only charicters like Simon, the Death Star, and the Imperial Star Destroyer.
Can anyone please tell me how to put them in your senario?

Thx

JackXbox
Clone Trooper
posted 02-03-06 09:08 AM EDT (US)     1628 / 2270       
I would like to know if it is possible to set it so the trigger goes off when you are in a certain area for a certain amount of time. Say, in a new hope when they are in the garbage chute, how do you set it so every second another bit of wall closes in on you?
Thanks

(I done a prototype where the walls closed in but that was before i made my death star map so how would i set it so the timer starts calculating from when i am in the garbage chute - there are objectives you need to complete before the chute you see)

[This message has been edited by JackXbox (edited 02-03-2006 @ 09:11 AM).]

Revan
GreenFan PAO 13
(id: LOrd_REvan)
posted 02-08-06 03:30 PM EDT (US)     1629 / 2270       
Bloodglitch

Download and install the All units (SCN Editor) mod by Mace


JackXbox

If I understand your question well the timer is starting calculating from the beggining of the game, right ?.This is why it's STARTING STATE is ON.Switch it to OFF.

For example,the trash compactor trigger could be like this :

Trigger 0
(STARTING STATE=ON)
-Condition-
Bring object(your unit) to location(the trahsh compactor area)
-Effect-
Activate Trigger 1

Trigger 1
(STARTING STATE=OFF)
-Condition-
Timer=10 (or whatever)
-Effect-
(here you put your remove/create compactor's walls which you use to create the trash compactor effect)
Activate Trigger 2

Trigger 2
(STARTING STATE=OFF)
Same as trigger 1 - you only change the last effect.Replace "Trigger" with "Trigger 1"

Hope I helped !



-- Revan--


u called down the thunder...
...now reap the whirlwind !

[This message has been edited by Revan (edited 02-08-2006 @ 03:34 PM).]

Bloodglitch
Clone Trooper
posted 02-10-06 11:21 PM EDT (US)     1630 / 2270       
Thanks for that Revan,
But I have a new problem, I need to know how to increase the speed on any type of air craft just like eveyone speeds up those slaver ships,

Thx
-Oh and another problem I have is when I play and put one of the units on a spot that makes that unit spawn in a different area, most of the time it will minimize SBGB and come up with a error saying that it has encountered an error and needs to close. Is it just too many units spawning in that area or could it be something wrong with my senerio, I also have a very fast computer. I'm trying to make a city build of my own and I liked the idea that you can buy unique units and spawn them then move them into one of the players converting areas. So if this is a common problem please help me out and everyother citybuild I play on my computer works fine, so I must've done something wrong.

-nvm about the 0 hp I just found my old sheet of special triggs

[This message has been edited by Bloodglitch (edited 02-12-2006 @ 12:57 PM).]

WizardBoy
Clone Trooper
posted 02-12-06 02:49 PM EDT (US)     1631 / 2270       
You got to be kidding! Is it really true that you have wrote all the trigger tricks down at a paper and those papers are in a binder? Oh well nevermind. Just interesting.

That problem you describe is similar to me. It happens many time at my computer too, but i have no clue why it happens... Is it only because of the units value or is the trigger's effect and condition also responsible for this?
Let's give a helping guide for that!


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
ebor_ebor
Clone Trooper
posted 02-12-06 07:35 PM EDT (US)     1632 / 2270       
Need help,

I am trying to make an RPG map but I can't get the trigger to work.

Here's what I've got: I'am tring to set it up so that every time I get a kill, my hp goes up. I did the following:

Tigger 1

Objective (no)
Starting State (yes)
Looping (on)

Con: Accum. Atribute: Kill ratio (1)
Eff0: Change objects hp: (100)
Eff1: Create object: (player 1, I'm trying different units but I do not think it matters)
Eff2: Kill object: (same one created by effect one)

Then when I test it, the Eff1 keeps on creating the unit faster than Eff2 can kill it. Help!!! What do I do!!!

Bloodglitch
Clone Trooper
posted 02-13-06 08:34 PM EDT (US)     1633 / 2270       
ebor_ebor try this, it's kind of like your 1st trigger

--wait look below these triggs and try that way first--

Trigger 1

Display as Objective: No
Trigger Starting State: On
Trigger Looping: Yes

Condition 0: Accumulate Attribute (1 Kill Ratio: Player 1)
Effect 0: Change Object HP (Player 1)
Effect 1: Create Object (ANY UNIT: ANY AREA)
Effect 2: Activate Trigger (Trigger 2)

Trigger 2

Display as Objective: No
Trigger Starting State: Off
Trigger Looping: No

Effect 0: Kill Object (ANY UNIT: ANY AREA)
Effect 1: Activate Trigger (Trigger 1)

And another way is to keep your trigger is to 'box in' the area that you set the spawn point, so it only creates the unit in that area then effect 2 kills it so your kill ratio becomes 0 again. And for some reason I dont think my triggers are gonna work, so try this first before you try those triggs at the top

Oh WizardBoy, whats wrong with what I do?
I don't have a good memory so that's what I have to do inorder for me to remember.

[This message has been edited by Bloodglitch (edited 02-13-2006 @ 08:39 PM).]

legomoe
Clone Trooper
posted 02-16-06 01:57 AM EDT (US)     1634 / 2270       
I have a problem, sometimes wen I try to select a gruep of units like to change there names or something like that, first I drag a selection box around the units after pressing set objects, but it only selects 1 of the objectís.

Can someone please help?

Revan
GreenFan PAO 13
(id: LOrd_REvan)
posted 02-16-06 06:58 AM EDT (US)     1635 / 2270       
If you wanna select a group of units of player 2 be sure that you have the player 2 selected at the players section.Otherwise you can select only one unit.


-- Revan--


u called down the thunder...
...now reap the whirlwind !
JackXbox
Clone Trooper
posted 02-16-06 10:44 AM EDT (US)     1636 / 2270       
Thanks for that Revan, my New Hope campaign is almost done and will be released soon thanks to you!

Btw, does anyone want to help design some scenarios for an upcoming campaign of mine?
If so, email me at jack_9269@hotmail.com

ebor_ebor
Clone Trooper
posted 02-16-06 12:11 PM EDT (US)     1637 / 2270       
Say Bloodglitch, I tryed the triggers at the bottom (I didn't even see the ones at the top) and they don't want to work. Every time I try it, the first trigger keeps on looping and it just keeps on giveing me extra attack (Trig1; effect0) What I'm I doing wrong???
legomoe
Clone Trooper
posted 02-17-06 00:47 AM EDT (US)     1638 / 2270       
Thank you. Two more questions,
1: how do you edit the Scenarios which are in Campaigns?
2: how can you lower the maximum hp or attack of a unit?
WizardBoy
Clone Trooper
posted 02-17-06 02:00 PM EDT (US)     1639 / 2270       
Allright, Bloodglitch, i will apologize

(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
WizardBoy
Clone Trooper
posted 02-17-06 02:11 PM EDT (US)     1640 / 2270       

Quote:

Quoted from: Ebor_ebor:

Here's what I've got: I'am tring to set it up so that every time I get a kill, my hp goes up. I did the following:

Tigger 1

Objective (no)
Starting State (yes)
Looping (on)

Con: Accum. Atribute: Kill ratio (1)
Eff0: Change objects hp: (100)
Eff1: Create object: (player 1, I'm trying different units but I do not think it matters)
Eff2: Kill object: (same one created by effect one)

Then when I test it, the Eff1 keeps on creating the unit faster than Eff2 can kill it. Help!!! What do I d

To get HP raise when 1 kill is been made, without bugs try this:

trigger0:
Starting state: yes
looping: on
accumalate attribute: kill ratio (1)
effect: activate trigger 1

Trigger1:
starting: off
looping: off
timer: 2
effect: create object: (player) 1
effect: kill object: (player) 1
effect: change HP: 100

When you made it like this, this will happen:

If you killed a unit trigger 1 will be activated and then there will be created a unit of yours after that its killed right away.
Then the upgrade comes for your achievement: 100 HP raising.

Here you are! Give comment if for some reason it didnt fit perfectly


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
ebor_ebor
Clone Trooper
posted 02-17-06 07:55 PM EDT (US)     1641 / 2270       
Didn't work. When I start the game, the trigger activated itself and kept on looping before I killed anyone. Try it yourself.

I'm starting to wonder if anyone even test their triggers before they suggest them.

WizardBoy
Clone Trooper
posted 02-18-06 06:39 AM EDT (US)     1642 / 2270       
Ebor_ebor, okay i will test now! Wait for the results. As i will try to make another trigger setup that has all bugs fixed

(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
WizardBoy
Clone Trooper
posted 02-18-06 07:15 AM EDT (US)     1643 / 2270       
It worked!

If you have Age of empire 2 the conquerors expansion i then can give you a sample

else these triggers have i used:

Trigger 0
starting state: yes
looping: yes

condition: kill ratio: 1 player 1

effect: activate trigger 1

Trigger 1
starting state: off
looping: off
condition: timer: 4
effect: create object: clone trooper player 1 (set location)
effect: kill object: clone trooper player 1 (set area)
efect: change hp: quantity: 100 player 1 ( set area if the unit is not there at the start, or use set object if the unit will be visible at the start)

This should work. Else in case you have AOC age of empire the conquerors expansion i can show you how, on my map called:

Winterland landscapes!

Thanks, i will wait till you give comment


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
ebor_ebor
Clone Trooper
posted 02-18-06 12:16 PM EDT (US)     1644 / 2270       
I do have AoK: TC. The Kill Ration for AoK goes as follows:

Tigger0

Starting State: on
Looping: yes


Con: Kill Ratio: player 1 (1)
Effect0: Change Hp: (#) then select object or area.
Effect1: Create Object: Player1. In AoK, I generally use William Wallace or Joan the Maiden because they make no noise when created. Set area for that object.
Effect2: Kill or Remove Object. Player1. Same area as created.


Now that I think about it, I recall that the first time I tryed the Kill Ratio trick for AoK, it didn't work either, but I remebered that it DOES matter what unit you create for Effect1. Both William Wallcae and Joan are created the slowest in the game.

EDIT: I tryed the triggers again for SWGB and they still don't work. Even before my guy killed anyone, the trigger activated itself. Is there a map here at SWGB Heaven that I could download that has a working trigger of this?

[This message has been edited by ebor_ebor (edited 02-18-2006 @ 12:20 PM).]

alki404
Clone Trooper
posted 02-18-06 08:53 PM EDT (US)     1645 / 2270       
Sorry for this stupid question

Im making a campaign and i need that in the first scenario the player 1 doesnt play, and just that the person sees what happens (its like an introduction)

what should i do?

WizardBoy
Clone Trooper
posted 02-19-06 08:45 AM EDT (US)     1646 / 2270       
I know something better ebor, i will send you the file of Winterland landscapes

This file include the triggers you need plus some other, because i have improved the version a bit.

NOTE: that i have made the kill ratio of 5 instead of 1, so the only change you need to do is to change the 5 in 1, look at the second trigger from above and delete 4 of the 5 create object effects. Then test and move your blue berserker to the south of the map to encounter a man at arms. Another note i can tell you is that after 10 sec you gain 10 extra attack for making it more easier to fight.
Keep in mind that you will get 100 HP plus when (after change the settings back to one kill ratio and one create object effect) you did one kill!

Just look for yourself, maybe we could both make this map more suitable, by placing respawn point.

Btw, i also going to add an AI that will change the enemies behaviour. But don't be afraid yet, as i will NOT put that file in the ZIP that contains this map. I need first some experiments before i will have that AI being in the scenario..

So again.. what the ZIP include that i will send you is:
- scenario: Winterland Landscapes!

i dont have youre email please give it! so i can send the scenario


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)

[This message has been edited by WizardBoy (edited 02-19-2006 @ 09:46 AM).]

crazygungan
Clone Trooper
posted 02-19-06 02:37 PM EDT (US)     1647 / 2270       
Its simple alki, you make another player (eg player 2) the same colour and civ as player one. You then set the diplomacy to allies and use either player 1 map revealers or holonet tranceiver tech to allow plyer 1 to see what you want them to see. You can then also do things like use triggers to move the camera and stuff.

Hope I helped

NFITC1
Clone Trooper
posted 02-20-06 04:33 PM EDT (US)     1648 / 2270       
I'm not sure if this is possible to do in GB or not. I'm trying to write a script that makes every military unit owned by the player attack another player. Each player has a staticly placed base and cannot build onto it since no one is allowed workers. I'd like to know if I can select an area of military units (the ones in the player's base) and have them march on an enemy's base without the player having to direct them all (they could conceivably own 500 units in this area). Can this be done? How?
ebor_ebor
Clone Trooper
posted 02-20-06 06:31 PM EDT (US)     1649 / 2270       
Say Wizard, is that game file for SWGB or AoK2? I was hoping that there was one for GB that showed a working kill ratio trigger. I thinking of giving up on this game for a while anyway.

Right now I'm working on a Your the Prey (U Da Prey) map for AoK2 that uses the Kill Ratio 1/1 to gain experience rather than hp per kill. I've finished Player one's (prey)triggers and I'm working on player two's (hunter) triggers.

I'll give you my email, click on profile.

WizardBoy
Clone Trooper
posted 02-21-06 07:11 AM EDT (US)     1650 / 2270       

Quote:

Say Wizard, is that game file for SWGB or AoK2? I was hoping that there was one for GB that showed a working kill ratio trigger. I thinking of giving up on this game for a while anyway.
Right now I'm working on a Your the Prey (U Da Prey) map for AoK2 that uses the Kill Ratio 1/1 to gain experience rather than hp per kill. I've finished Player one's (prey)triggers and I'm working on player two's (hunter) triggers.

At first, i have send you a aok version that has a kill ratio that works. Only the difference is that it has a kill ratio of 5 instead of 1 but which some easy adjustments you can make it back to 1

That 1/1 kill ratio is some new one to me. So how does it work?

My tought:

After you killed someone (kill ratio) 1/0 (you/enemy) you will gain hp per kill.
But, after you kill someone (kill ratio) 1/0 (you/enemy)

And your enemy killed someone after that you will gain experience because: (kill ratio) 1/1 (you/enemy)

Thats how it goes.
if the result of the kill ratio is 0 (example: 1/1 = 0)
You will gain experience
if the result of the kill ratio is -1 for a player
(example: 1/0 = -1) the opposite player gain hp per kill he has more then its enemy aha.

But still i will like to support you and give you aid for your project!


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
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