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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:
Soyo_Dragon89
Clone Trooper
posted 06-30-06 05:55 PM EDT (US)     1741 / 2270       
I'm new to this site and I was wondering if anybody could help me out. I submitted a campaign demo over a week ago and it still hasn't appeared on the downloads page. Should I try to submit it again, or is the downloads section just not updated very often? Thanks.
Darthhutt
Clone Trooper
posted 06-30-06 06:27 PM EDT (US)     1742 / 2270       
I have been wondering that to I have heard of people submitting stuff two weeks ago and still not up.
System Error
Clone Trooper
(id: Bonehead)
posted 06-30-06 06:57 PM EDT (US)     1743 / 2270       
Things get updated when the Downloads mod updates the section.

I am curious about something.

In a MULTIPLAYER map that i am making, a Helicopter drops off a certain amount of (R) Repeater Troopers depending on how many there are. The max i want it at is 4. The situation I want to happen is that if one of the four dies, the Helicopter should only drop one. However if 1 dies (3 remaining), it is dropping 3 more. Even with 2 of those (R)R. Troopers, it still drops three. Here is how i have the triggers set up


Trigger: 4 troops
_________________
Condition0: Bring Object to Area
Condition1: Own Objects -> Player 8 -> (R) R. Trooper -> 0
Condition2: Own Fewer Objects -> Player 8 -> (R) R. Trooper -> 3
Effect0: Create Unit -> (R) R. Trooper
Effect1: Create Unit -> (R) R. Trooper
Effect2: Create Unit -> (R) R. Trooper
Effect3: Create Unit -> (R) R. Trooper
Effect4-11: Beefs for the units.


Trigger: 3 troops
__________________
Condition0: Bring Object to Area
Condition1: Own Objects -> Player 8 -> (R) R. Trooper -> 1
Condition2: Own Fewer Objects -> Player 8 -> (R) R. Trooper -> 3
Effect0: Create Unit -> (R) R. Trooper
Effect1: Create Unit -> (R) R. Trooper
Effect2: Create Unit -> (R) R. Trooper
Effect3-8: Beefs for the units

Trigger: 2 Troops
_________________
Condition0: Bring Object to Area
Condition1: Own Objects -> Player 8 -> (R) R. Trooper -> 2
Condition2: Own Fewer Objects -> Player 8 -> (R) R. Trooper -> 3
Effect0: Create Unit -> (R) R. Trooper
Effect1: Create Unit -> (R) R. Trooper
Effect2-5: Beefs for units

Trigger: 1 Troop
_________________
Condition0: Bring Object to Area
Condition1: Own Objects -> Player 8 -> (R) R. Trooper -> 3
Condition2: Own Fewer Objects -> Player 8 -> (R) R. Trooper -> 3
Effect0: Create Unit -> (R) R. Trooper
Effect1-2: Beefs for unit


System Error
Being unnecessarily erroneous since June '05

It is in your best interests to report to the nearest incineration facility for immediate conversion to fuel.
NickBarry
Clone Trooper
posted 07-01-06 08:50 PM EDT (US)     1744 / 2270       
I would do something like:

Objects in area [4]---Activate drop 4

Objects in area [3]---Activate drop 3
The area for both being the entire map
With 2 more triggers for 2/1 left.

OR

objects in area [4]---Unload transport (one located in the shadows filled with 4 troops)

and so on, using 3 other transports

There are many ways to do it, only I am not good at explaining.

Gorog
Clone Trooper
(id: Bando_Gora1138)
posted 07-03-06 05:33 PM EDT (US)     1745 / 2270       
OK, so I figured out the Commander must not die trigger. Problem is, I made the effect that the player with the dead commander gets changed to Gaia. I did this thinking that once one of your unit arrives near that player's forces, the forces in the area would go from Gaia to you. Nope. So what is wrong? Better yet, how can I make it so it changes ownership to whoever killed the commander, not just Player 1? And the same for tributing (the sentence befoe this).

Proud Bearer of the Imperial Legion of SWU's Distinguished Newbie Award
< o >
Someone needs to get a hold of Ocelot and put the NJO Mod Project back on the road.
"Your right, we should just unban everyone and let them go crazy. Who needs a orderly and friendly forum society when you can have total anarchy, eh?"-Blackmoon
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NickBarry
Clone Trooper
posted 07-03-06 10:02 PM EDT (US)     1746 / 2270       
May be you only changed the defeated player's units to gaia? You should explain more. Also, Gaia units can only be captured by human players. The only thing I can think of is the accumulate attribute trigger, though you may not be able to do it.

[This message has been edited by NickBarry (edited 07-03-2006 @ 10:05 PM).]

Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 07-26-06 03:30 PM EDT (US)     1747 / 2270       

Quote:

OK, so I figured out the Commander must not die trigger. Problem is, I made the effect that the player with the dead commander gets changed to Gaia. I did this thinking that once one of your unit arrives near that player's forces, the forces in the area would go from Gaia to you. Nope. So what is wrong? Better yet, how can I make it so it changes ownership to whoever killed the commander, not just Player 1? And the same for tributing (the sentence befoe this).

I dunno if that's possible. The only way I could think is if there was a condition that detected which player killed it, and there isn't. Sorry.


Whoa.
Bendak
Clone Trooper
posted 07-26-06 03:46 PM EDT (US)     1748 / 2270       
It can be done but with exact triggering which would require alot of triggers for such a small effect, I don't think it'll be good to waiste alot time on such thing. It's done with Kill Ratio and alot of triggers that track when the guy does actually gets killed.

B e n d e r s . . . 2004

ex SWGBH scn designer
ex BFME2H cherub
eddywee
Clone Trooper
posted 08-03-06 09:56 AM EDT (US)     1749 / 2270       
When making conversations with the triggers I dont understand why it keeps showing the the quotes flash on the screen and if you are to have a covesation in the middle of the game with someone do you have to time it and rush through the level before it goes off,I really need help with this so I can make my scenariors more fun please help.

Thanks abunch to anyone helps!

Admiral Fowler
Clone Trooper
posted 08-03-06 11:12 AM EDT (US)     1750 / 2270       
To do this, you simply make a trigger that has a condition when your character goes to a certain area, or see someone, or any respectable condition. Then make another trigger that, in the options is set No starting state. Make the previous condition trigger to activate the next one. In the next ones, don't forget to make timers to seperate the messages. Then you can put messages or any actions you wish to do, and continously activate the trigger ahead until the dialog is finished.

It's a little tricky for the first time, but when you get used to it, it's plain simple.


Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
eddywee
Clone Trooper
posted 08-03-06 12:49 PM EDT (US)     1751 / 2270       
I am really sorry Admiral Fowler,but I kinda really stink at doing triggers so your directions were kinda confusing sorry. When I did it nothing happened I apozigize really I do,if someone or you could give detailed directions it would be greatly apperciated. All i need directions on is for conversations and how do ones at the begging,middle and end of scenario in the easest way to explain Very sorry to post again and bother people.
Crazed Ewok
Mectator
(id: The Crazed Ewok)
posted 08-03-06 01:59 PM EDT (US)     1752 / 2270       
Don't worry, you're not annoying anyone.

Trigger 1 (State On, No Loop, Not an Objective)
Effect 1: Flash Unit (the one that is currently speaking)
Effect 2: Display Instructions (Whatever you want him to say)
Effect 3: Activate Trigger (Activate Trigger 2)

Trigger 2: (State Off, No Loop, Not an Objective)
Condition 1: Timer (set this to a few seconds after whatever the length of the previous Display Instructions effect is.)
Effect 1: Flash Unit (The second unit in the conversation)
Effect 2: Display Instructions (Whatever you want the second guy to say)
Effect 3: Activate Trigger (Activate the next trigger that continues the conversation)


C hairman of the FMT, Mectator, and Seraph
r esident of Unity RPG, Anti-Heroes, and Indolents
a seraph at SWGBH and EAWH
z apping spammers and stealing their shoes
e w o k "Don't waste your breath trying to figure out my logic" - Seacker
d ependent on daily tea infusions

[This message has been edited by Crazed Ewok (edited 08-03-2006 @ 02:00 PM).]

Admiral Fowler
Clone Trooper
posted 08-03-06 02:27 PM EDT (US)     1753 / 2270       
You're posting in the right place. It isn't called "bothering" here . When you post here, it's like anyone else posting. You're here with a question and someone else has an answer. And, apparently, Crazed Ewok has the answer .

Sorry I wasn't specific enough. I'll be more detailed next time.


Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
eddywee
Clone Trooper
posted 08-03-06 02:27 PM EDT (US)     1754 / 2270       
Thanks Crazed Ewok! Just one question thought if you want someone to talk to someone else in the middle of the scenario how would you do that. Thanks for all the people here that are answering my questions!
Admiral Fowler
Clone Trooper
posted 08-03-06 02:43 PM EDT (US)     1755 / 2270       
I can explain it. This time, in better details.

TRIGGER 1:
CONDITION: (Whatever you have to do to trigger the conversation)
EFFECT: Display Instructions: (Dialog)
EFFECT: Activate Trigger: Trigger2

TRIGGER2:
MUST HAVE STARTING STATE SET TO OFF
CONDITION: Timer: Around 12 or so, depends on length of previous message
EFFECT: Display Instructions: (Dialog2)
EFFECT: Activate Trigger : (Next Trigger)

Repeat Trigger 2 per message in seperate triggers.
Hope it helped.

- Admiral Fowler


Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.

[This message has been edited by Admiral Fowler (edited 08-03-2006 @ 02:44 PM).]

eddywee
Clone Trooper
posted 08-03-06 05:16 PM EDT (US)     1756 / 2270       
Thanks so much it worked Thanks Admiral Fowler.
Admiral Fowler
Clone Trooper
posted 08-03-06 05:27 PM EDT (US)     1757 / 2270       
No problem. I know triggers quite well. Frankly, a lot of us here do.

Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
eddywee
Clone Trooper
posted 08-03-06 05:54 PM EDT (US)     1758 / 2270       
Oh Admiral do you need to during the directions have the character selected. Thanks again!
Admiral Fowler
Clone Trooper
posted 08-03-06 07:52 PM EDT (US)     1759 / 2270       
No, you only select the characters when setting the effects and conditions.

Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
eddywee
Clone Trooper
posted 08-07-06 07:41 AM EDT (US)     1760 / 2270       
Hi me again when you conversations how do you make the conversatons stop coming up every like ten seconds. Thanks!
Sumo
Clone Trooper
posted 08-07-06 07:57 AM EDT (US)     1761 / 2270       
Make sure the triggers aren't on loop mode.

SUMO
All the bills go by and, initiatives are taken up
By the middle, there ain't gonna be any middle any more
And the cross I'm bearing home, ain't indicative of my place
Left the porch
Left the porch
ropsy16
Clone Trooper
posted 08-07-06 10:06 PM EDT (US)     1762 / 2270       
I have a question:

How do you get Death Stars? I know in Senates there are Death Stars but I can't find it in the object lists. Is there some sort of trigger that you use to create one?

[This message has been edited by ropsy16 (edited 08-07-2006 @ 10:08 PM).]

Admiral Fowler
Clone Trooper
posted 08-07-06 11:35 PM EDT (US)     1763 / 2270       
Well, a simple way is to go in the senate you have with the Death Star, Map Copy it, and paste that into another scenario.

This is the non mod way above.

The Mod way is to get the All Units Scn Editor Mod. To install mods, you need the Mod Installer Advanced by Ykkrosh or Mace.


Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
Commander ACE
Clone Trooper
posted 08-09-06 04:45 PM EDT (US)     1764 / 2270       
I need help with uploading files.

Every time I upload a game and go to the new releases of that section it isn't there.

I even check my profile status and it says I haven't submitted a thing.

I made a new zipped folder with WinZip(c) and put the file in there.

When I submitted, it said the submission was successful but I haven't been able to find the file in the appopiate sections.

Admiral Fowler
Clone Trooper
posted 08-09-06 04:58 PM EDT (US)     1765 / 2270       
You need to wait for Angel AoErat or Echuu to update the downloads, so the new ones can come in. I asked AoErat just now to update them. I believe your download is there now.

- Admiral Fowler


Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
Commander ACE
Clone Trooper
posted 08-10-06 09:03 AM EDT (US)     1766 / 2270       
Yeah it's there, thnx.
APPO117
Clone Trooper
posted 08-15-06 00:04 AM EDT (US)     1767 / 2270       
Hey, I recently found out how use taunt triggers, but I'm having a problem with an ammunition trigger. This is how it goes:
Condition: AI Signal 20
Effect: deactivate trigger (This one)
Effect: Activate trigger (next one)
Activate Trigger: bottom one
Change object attack 20
Display Instructions: DC-15 rifle

Condition: AI Signal 10
Effect: deactivate trigger (This one)
Effect: Activate trigger (prieveous one)
Change object attack -20
Display Instructions: DC-15 blaster
deactivate trigger: Bottom one

Condition: Object has target
Effect: Tribute 1nova to gaia

All are looping.
When I type 20, My attack goes up 20 Press 10, Attack goes down20 The problem is they do not loop! what Am I doing wrong?


<<< A p p o 1 1 7 >>>

"Were it so easy...
Bendak
Clone Trooper
posted 08-15-06 03:38 AM EDT (US)     1768 / 2270       
Hi Appo

You are using Signals, which cannot be looped (sorry). You'll have to use taunt-tributes or other methods.


B e n d e r s . . . 2004

ex SWGBH scn designer
ex BFME2H cherub
APPO117
Clone Trooper
posted 08-15-06 09:41 AM EDT (US)     1769 / 2270       
Thanks!

<<< A p p o 1 1 7 >>>

"Were it so easy...
JackXbox
Clone Trooper
posted 08-15-06 01:32 PM EDT (US)     1770 / 2270       
Is it possible to have more than one sound playing at the same time in your campaign? I need to know because I have to have this piece of background music but I need other sounds in it. Thanks

JackXbox
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