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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:
nofair
Clone Trooper
posted 04-22-06 04:13 PM EDT (US)     1711 / 2270       
hey how do ya get a star destroyer or a death star in the scenario
SilverSaber_Yoda
Clone Trooper
posted 04-23-06 02:25 PM EDT (US)     1712 / 2270       
all units mod. download, install. Simple.

SilverSaber_Yoda
Currently Working On
STAR WARS SITH
RESIDENT EVIL: OPERATION PHOENIX
Omri Khan
Clone Trooper
posted 04-29-06 12:50 PM EDT (US)     1713 / 2270       
Any advice on a snow level? ie making it more than just featureless white?
SilverSaber_Yoda
Clone Trooper
posted 04-29-06 03:22 PM EDT (US)     1714 / 2270       
Icy Cliffs, Geysers, frozen rivers, and hot springs.

SilverSaber_Yoda
Currently Working On
STAR WARS SITH
RESIDENT EVIL: OPERATION PHOENIX
The Batman
Clone Trooper
posted 05-19-06 06:31 PM EDT (US)     1715 / 2270       
Ok u probably have this question asked before, but I downloaded the Echoes AI and i want to try something.

Ok here's how it goes.

Vader is standing infront of a locked gate.

When he goes up to it you hear: "Password?"

Then the player has to open up the chat box and type the password, 125.

Once the player types in 125 then the gate will unlock.

How do I do this plz?

Taunts is like the only thing I still need help with. (DAMN TAUNTS)


" Well, I'll go back in time and prevent Ledger from ODing. If the movie is still as acclaimed, then I'll go back again, stop myself from stopping him, and let time proceed normally." - Moff Yittreas
"Map design is what you do in the scn editor, eye candy is the stuff I'm not allowed to link to on these forums." - The Legend
"Someone has to play the asshole in these type of threads." - Blackmoon

+1 Post Count
Shock Trooper
Clone Trooper
posted 05-20-06 10:37 AM EDT (US)     1716 / 2270       
How do I aply a bitmap as the backround to my scenario instructions? I read something about converting it to a 'wallpaper' but I don't know how.
Batman- I'm not sure, but I think what you want requires an AI file. I'm sure you can find one that worx...

TPG'S SCREENSHOT CONTEST 2006 SILVER MEDALIST!!!
Best Jungle/Forest Screenshot-2nd Place
http://img93.imageshack.us/img93/8938/shocktrooperjungle4cc.png
Best Village/Town/City Screenshot-2nd Place
http://img225.imageshack.us/img225/2313/shocktroopertown3hv.png
@>-@>-@>-@>-@>-
Consul
Clone Trooper
(id: Desere)
posted 05-20-06 11:04 AM EDT (US)     1717 / 2270       
Batman:
Ok, it goes something like this:

Quoted from Echoes AI:


;Taunt 125

(defrule
(goal 1 1)
(taunt-detected 1 125)
=>
(acknowledge-taunt 1 125)
(cc-add-resource nova 125)
(cc-add-resource metal 131)
)


Now that tells us that for every time that player one types tuant 125, it will add 125 nova, and 131 Ore to the player that is set two.
Now set the Echoes AI to player two by going to: Players -> Personality -> Echoes.
Now for the triggers:

Trig1: Loop: Yes.
Condition1: Acumalate Attribute; -> Player Two -> 125 Nova
Condition1: Acumalate Attribute; -> Player Two -> 131 Ore
Effect: Activate Trigger; Unlock Gate(Or somthing like that).

I hope that makes sense, if it doesn't tell me what confused you.

shock trooper:
First you need to make youre Bitmap in the appropirote application. The proper size being 548 pixels wide, and 288 pixels high. After your'e done with that(Asuming you don't have photoshop) Download Irfanview,and then download the SWGB Pallete. After you are done installing those two, open the image you made with infranview, go to Image -> Pallete -> (SWGB pallete file). Then save it, and move the image to C:\Program Files\LucasArts\Star Wars Galactic Battlegrounds Saga\Game\. Then go to youre scenario, Cinematics -> Scenarion Instructions Map. And viola your'e done!


No will to wake for this morn.
To see another black rose born,Deathbed is slowly covered with snow.
Angels, they fell first but I'm still here.
Alone as they are drawing near, In heaven my masterpiece will finally be sung

End of All, Nighwish

[This message has been edited by Desere (edited 05-20-2006 @ 11:53 AM).]

The Batman
Clone Trooper
posted 05-20-06 12:32 PM EDT (US)     1718 / 2270       
Thx! i think I got it!

" Well, I'll go back in time and prevent Ledger from ODing. If the movie is still as acclaimed, then I'll go back again, stop myself from stopping him, and let time proceed normally." - Moff Yittreas
"Map design is what you do in the scn editor, eye candy is the stuff I'm not allowed to link to on these forums." - The Legend
"Someone has to play the asshole in these type of threads." - Blackmoon

+1 Post Count
Shock Trooper
Clone Trooper
posted 05-20-06 03:40 PM EDT (US)     1719 / 2270       
Thats...It? Wow! Thanx! That should be easy!

TPG'S SCREENSHOT CONTEST 2006 SILVER MEDALIST!!!
Best Jungle/Forest Screenshot-2nd Place
http://img93.imageshack.us/img93/8938/shocktrooperjungle4cc.png
Best Village/Town/City Screenshot-2nd Place
http://img225.imageshack.us/img225/2313/shocktroopertown3hv.png
@>-@>-@>-@>-@>-
NickBarry
Clone Trooper
posted 05-20-06 04:01 PM EDT (US)     1720 / 2270       
Does anyone know of a way to make a trigger to kill all troopers(recruit to repeater) when they enter a certain area WITHOUT making an effect to kill each one? I mean like one effect that will kill any trooper type.
Consul
Clone Trooper
(id: Desere)
posted 05-20-06 08:52 PM EDT (US)     1721 / 2270       
Effect: Kill object. Click set area, and drag it around where the repeater troopers are. Now under source player select wich player the belong to.
And the the other values as the following:
Object List Type: Units
Object Type: Military
Object List:
(A*) Repeater Trooper

* A being what ever the civ letter is:
A = Republic
C = Confederacy
E = Empire
F = Trade Federation
G = Gungans
R = Rebels
N = Royal Naboo
W = Wookies

If you don't understand anything letme now.


No will to wake for this morn.
To see another black rose born,Deathbed is slowly covered with snow.
Angels, they fell first but I'm still here.
Alone as they are drawing near, In heaven my masterpiece will finally be sung

End of All, Nighwish
NickBarry
Clone Trooper
posted 05-24-06 04:01 PM EDT (US)     1722 / 2270       
Thank you, but I meant with ONE effect to kill all trooper types( trooper recruit, trooper, heavy trooper, and repeater) I'm pretty sure there's no way, but I was just going to check.

Thank You

thepunkguy
Clone Trooper
posted 05-29-06 06:07 PM EDT (US)     1723 / 2270       
Simple, just put the source player in, and the unit type, but ignore the unit list. This will kill any military units of the source player in the area selected.
NickBarry
Clone Trooper
posted 05-30-06 03:20 PM EDT (US)     1724 / 2270       
I tried that, but I don't want mechs killed. It's a space station map in whick I want people to die when they go outside, but not mechs.
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 05-30-06 03:24 PM EDT (US)     1725 / 2270       
Then use the Set Area function. Click and scroll over the ground where you want units to be killed in, and then click "Set Area", and click "Go To Area" to make sure it worked.

EDIT: Eh. Sorry, didn't read all the post. Well, you'll have to do what Desere says for all the units that are used if you want to achieve that effect.


Whoa.

[This message has been edited by Empire of Darkness (edited 05-30-2006 @ 03:25 PM).]

Clone_Commando21
Clone Trooper
posted 05-31-06 00:14 AM EDT (US)     1726 / 2270       
How do I have two units talking while the trigger unit is still?
Teh Homsar
Clone Trooper
posted 06-02-06 08:31 PM EDT (US)     1727 / 2270       
Bah! I shouldn't to use this, but I've asked over MSN and it's turned up fruitless. How do you take a full Map Screenshot? (Ctrl+F12 & Alt+F12 do not work)

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Great_Knight16
Clone Trooper
posted 06-05-06 05:01 PM EDT (US)     1728 / 2270       
how do you play the scenario or campaign after you download it

I'm not crazy, I'm just mentaly unstable
jrud
Clone Trooper
posted 06-09-06 03:39 PM EDT (US)     1729 / 2270       
Ok, n00b question. In a scenario of mine, everything works fine until you try to play on hard, then the AI keeps switching sides. I tried the "Change Alliance" trigger, but then it annoyingly keeps telling me "...switched to be your enemy." "...switched to be your ally." Over and over and over! How can I fix this?
Atzy
Jedi Knight
(id: uberjedi)
posted 06-09-06 04:03 PM EDT (US)     1730 / 2270       
hey Great_Knight16: Place it in
C:/Program Files/Lucasarts/Galactic Battlegrounds/scenario or campaign
depending on what you downloaded.

Maybe we should put that at the top of the list or something
so people don't keep on asking that same question.


Feed the birds
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 06-09-06 04:16 PM EDT (US)     1731 / 2270       
Its C:/Program Files/LucasArts/Star Wars Galactic Battlegrounds/Game/Scenario or Campaign

Whoa.
Atzy
Jedi Knight
(id: uberjedi)
posted 06-09-06 06:41 PM EDT (US)     1732 / 2270       
Ok, yeah, i'm an idiot, although i think he could have
figured it out.

Feed the birds
Sir_Allen
Clone Trooper
posted 06-10-06 07:13 PM EDT (US)     1733 / 2270       
In my scenario, I'm trying to make something follow a unit in triggers. Does anyone know what to do?

It's an Air Transport to follow a podracer


"Tell me what you regard as your greatest strength, so I will know how best to undermine you; tell me of your greatest fear, so I will know which I must force you to face; tell me what you cherish most, so I will know what to take from you; and tell me what you crave, so that I might deny you."
— Darth Plagueis
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 06-10-06 10:37 PM EDT (US)     1734 / 2270       
You make a looping trigger tasking the Air Transport to the podracer. However, the pod race moves a great deal faster than the Air Transport, so the AT will be left behind. The only way to speed it up is through a mod.

Whoa.
NickBarry
Clone Trooper
posted 06-14-06 10:17 PM EDT (US)     1735 / 2270       
I think that I deserve an answer, as I have tried to help seven (7) people here.

TenMinutePhantom: make useless triggers like this

========general changes=========
names
hp
lock gates
========gameplay==========
beginning speech

the only issue is if another general change is made, like attack strength, you have to move it all the way up
____________________________________________________________
Pacifica2: Do this

Condition:whatever
Effect: creat jedi knight player 1 (or 2, 3, 4, 5, 6, 7, 8, or gaia)

And this:
Condition: timer 1, OR no condition at all
Effect: task object, units, player whatever, whatever location LOOPING=YES

That's what I do any way. You could also make the 'task' trigger start very soon before and end soon after the jedi is made, allowing guys to walk there at other times, w/out being tasked.
____________________________________________________________
The wolfe: Do this:

Condition: objects in area: invisible target: 0
effect:create object: same location: invisible target

the fighting guys can be on the same team
MAKE SURE THE TRIGGER IS ON LOOPING
____________________________________________________________
iNqUeRy: Say your unit is a rebel trooper. make your triggers like this:

1 condition:whatever
effect: task object *select rebel trooper*
*location: whereever--we'll call
it 'point A'*

2 condition: objects in area *same location as above*
effect: remove object: rebel trooper
effect: activate trigger: [name of #3 below]

3 STARTING STATE:OFF
condition: timer: [set game speen to normal, see how
long it takes the trooper, in
seconds, to 'Point B' from 'point A']
effect: create object: rebel trooper
location:'point B'
Then you can do whatever you want, like make him walk farther to 'point C'...
____________________________________________________________
Omri Khan: I have made three scenarios so far with that problem. I fixed two by removing some broken triggers. See if jan dodonna is selected with "go to object"--Check other triggers with that and "go to area/location"... The game is kind of screwey and doesn't do triggers well sometimes, for me anyway.
____________________________________________________________
Sir Allen: The transport Will keep following, but will be far behind, unless the podracer waits.
____________________________________________________________
jrut: The same thing happened to me. I think I fixed it when I made a trigger with no condition--just change alliance as an effect.
____________________________________________________________
____________________________________________________________­ญญญญ___
____________________________________________________________
My Problem:

1. plains map with a hill with a sentry post and bunker.
(the bunker is a "door" to the sentry post b/c you
can't garrison in a sentry post)
2. I want to make it so that when guys are in the bunker,
map revealers are changed from player 3 to 1 --BUT--
When they get out, the map revealers go back to player 3
( like THEY are seeing out of the sentry post, after
getting in using the "door")
3. I want them to disappear when the sentry is killed, as
if they were in it and died. I mean without ever seeing
them.

Well, if this is too vague, and someone ACTUALLY wants to help, please e-mail me At itsnickbarry@aol.com
Thanks in advance, provided I'm not ignored luike I was ( and still am, a month later) in the mod help thread.

Irrelevant, but, Teh Homsar, what do you type to get those dots in your signiature?

[This message has been edited by NickBarry (edited 06-19-2006 @ 09:15 AM).]

Sir_Allen
Clone Trooper
posted 06-18-06 05:15 PM EDT (US)     1736 / 2270       
okay. 1 more question.

How do you make the Explosions as seen in many great scenarios?


"Tell me what you regard as your greatest strength, so I will know how best to undermine you; tell me of your greatest fear, so I will know which I must force you to face; tell me what you cherish most, so I will know what to take from you; and tell me what you crave, so that I might deny you."
— Darth Plagueis
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 06-18-06 05:45 PM EDT (US)     1737 / 2270       
With in the Triggers section, set an effect to "Create Object" set the unit list type to "Others" and then select "Explosion Trigger" and place it in the spot you want. The Player as GAIA is fine. Then make another effect right after the Create Object and set it to Kill Object, and set all the same things to "Others" and "Explosion Trigger" and set it for the area the explosion trigger will be placed in.

Quoted from NickBarry:

1. plains map with a hill with a sentry post and bunker.
(the bunker is a "door" to the sentry post b/c you
can't garrison in a sentry post)
2. I want to make it so that when guys are in the bunker,
map revealers are changed from player 3 to 1 --BUT--
When they get out, the map revealers go back to player 3
( like THEY are seeing out of the sentry post, after
getting in using the "door")
3. I want them to disappear when the sentry is killed, as
if they were in it and died. I mean without ever seeing
them.

There's a condition called "Units Garrisoned" and you use that and set the bunker as the object and set the number for how many people. Then the effects would be the change ownership effects you need.

Then, when you need them to get out, use the same "Units Garrisoned" condition, except set the number to "0". For when the Sentry Post is destroyed, set the condition "Object destroyed" on the sentry post, and then use "remove object" to get rid of the map revealers.

I hope that helped any.


Whoa.

[This message has been edited by Empire of Darkness (edited 06-18-2006 @ 05:49 PM).]

NickBarry
Clone Trooper
posted 06-19-06 08:52 AM EDT (US)     1738 / 2270       
Thanks a lot, but I am pretty sure I tried that. If I try again, though, it might work (I think my game is faulty, 4even though I bought it only a few months ago from the star wars website). If it doesn't work, I'll think of some other way.
super_brian42
Clone Trooper
posted 06-26-06 10:36 PM EDT (US)     1739 / 2270       
ok im pretty new at this but i was trying to make 2 units 'chat' to each other but when i go to use Condition: Timer i can't put a number in the box, it just beeps at me. so my question is does anyone know how to make 2 units chat w/out using the Timer condition?

also since i'm such a genius i accidentally made a new topic in the forums. so how do i get rid of that?

NickBarry
Clone Trooper
posted 06-28-06 12:16 PM EDT (US)     1740 / 2270       
It would be possible to do it without timer, but would be extremely difficult. Try restarting your game to fix the problem. I would also recommend using "display instructions" instead of "send chat." This will allow you to time how long the text lasts, and give you more space to write it, without making multiple effects.
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