You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by Crazed Ewok, Gen_Rhys_Dallows

Hop to:    
Welcome! You are not logged in. Please Login or Register.2270 replies, Sticky
SWGB Heaven » Forums » Scenario Design » Scenario Design Help Thread
Bottom
Topic Subject:Scenario Design Help Thread
« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 60 ··· 65 66 67 68 69 ··· 76  Next Page »
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:
Selur
Clone Trooper
posted 07-15-08 12:58 PM EDT (US)     1981 / 2270       
Place an invisible target belonging to player 1 somewhere, preferably not nearby any enemies.

Selur|"Are you watching closely?
Why you should play AoE3
Red Revolution
Clone Trooper
(id: master silver)
posted 07-15-08 07:20 PM EDT (US)     1982 / 2270       
That may work as well but I always found an undefeatable object to be much better.

Amity/Enmity
tappaz
Clone Trooper
posted 07-27-08 02:53 AM EDT (US)     1983 / 2270       
How the bejubus do you use the objects selected in area trigger???

I try to get it to activate something by selecting the specified object in a specific area but it just won't work.
Im tearin my hair out trying to work it out. Anyone got an idea?
Cheers Tappaz
Red Revolution
Clone Trooper
(id: master silver)
posted 07-27-08 08:49 PM EDT (US)     1984 / 2270       
If you tear out your hair can I have some to sell on ebay? I really need the money (communists don't make very much... come to think of it they don't make anything at all).

Anyway to anwser your question I think that you have the wording wrong and that is the root of the problem. The trigger condition I believe is stated as "object in area". You need to set the area. Then you need to fill in the box at the bottom for how many objects you want in the area. Then you need to set the player (I don't think you want gaia). Then you need to use the other drop down lists to set what object you want. I find it works best if you use the specific object aka "(E)Trooper" for a trooper from the empire.

The trigger will then activate when you have the correct number of specific units in the correct area. Oh and make sure it is the correct player to. Hope that helps.

Amity/Enmity
tappaz
Clone Trooper
posted 07-28-08 03:48 AM EDT (US)     1985 / 2270       
No its the one above powered objects in area.... "selceted objects in area one. I know about the other one.. Thanks anyway. Anyone know what Im talking about?

P.S. My hair didn't survive the vacuum cleaner.
Red Revolution
Clone Trooper
(id: master silver)
posted 07-28-08 12:54 PM EDT (US)     1986 / 2270       
Wait which condition is it? A) Objects powered in area, or B) Object selected?

Amity/Enmity
tappaz
Clone Trooper
posted 07-29-08 02:47 AM EDT (US)     1987 / 2270       
It is called... and I quote the SWGB CC scenario conditions.... the "Selected objects in area" condition.

I have got ti to work for a player one unit... but I need it for other players. Help would be appreciated.
Sierra Wolf
Omega
(id: Rossk)
posted 07-29-08 02:10 PM EDT (US)     1988 / 2270       
I've never used that condition, so not sure what the problem is. Try using the Bring Object to Area and Object selected separately.

Sierra Wolf
tappaz
Clone Trooper
posted 07-29-08 06:52 PM EDT (US)     1989 / 2270       
Hmm... I tried that.. But i need the "Selected objects in area" one so i can make objects talkable by selection that can be respawned. So that objects that are created and arn't originally in the game at the start can be selected to activate triggers.

Say 1 minute into the game i create a (A)hvy trooper.... and assign it to task backwards and forwards. I'll use the "selected objects in area" condition, so that when that type of object is selected in the area its in, it will display a comment.

I know this should work.... but I only got it to work once with a player 1 unit and i forgot how i did it.....

I really need to sort this problem out. Any ideas?
Cheers Tappaz.
Sierra Wolf
Omega
(id: Rossk)
posted 07-29-08 11:15 PM EDT (US)     1990 / 2270       
In that case use the Objects in Area condition along with the Object Selected one.

Sierra Wolf
tappaz
Clone Trooper
posted 07-30-08 04:18 AM EDT (US)     1991 / 2270       
Ya I would use that however the unit I wanna have selected is to be created during the game... so It can't be selected in the editor... Thats where the "Selected objects in area" helps... cos you don't have to specify the object by selecting.. but with catagories.

Eg: Unit_Laser/Military/Unit/(A)Hvy Trooper

Instead of the...
Set Unit
Go to Unit
...Buttons.

I hope you understand now.. (Phew) That was exhausting.
Lord_Magiku
Clone Trooper
posted 07-30-08 11:06 AM EDT (US)     1992 / 2270       
does anyone know how to make it so that by a taunt trigger, everyone near a character will die? And a selected object? The problem is that Bring object to object would have to be re-done for every active unit, and un-doable for newly-built units. I'm using Immobile RPG AI Ultimate V4. Right Now:

Trigger1: looping, on
Condition: Accumulate attribute nova 1
Condition: Accumulate attribute ore 255
Effect: Activate Trigger 2
Effect: Activate Trigger 3
Effect: Tribute nova 99999>Player 2
Effect: Tribute ore 99999>Player 2

Trigger2: looping, off
Condition: Timer 1
Efffect: ?

Trigger 3: looping, off
Condition: Timer 2
Effect: Disable trigger 2
Effect: Disable trigger 3

Sith Drummer, Rock On.
The Grey Jedi
Want a conflicting opinion? Join a forum.
tappaz
Clone Trooper
posted 07-30-08 04:39 PM EDT (US)     1993 / 2270       
perhaps make it so the character comes to a certain area where the enemies are. And then kill all in that small area....
There might be another way but i'm too tired.

Also anyone know about my quesstion?
Red Revolution
Clone Trooper
(id: master silver)
posted 07-31-08 12:36 PM EDT (US)     1994 / 2270       
Seeems like you pretty much anwsered your own question.
Oh wait never mind, it is impossible to use the "object selected" with a unit that has not been placed on the map. Maybe do this.

Condition: Bring object to Object
Effect: Display instructions.

Amity/Enmity
tappaz
Clone Trooper
posted 07-31-08 05:02 PM EDT (US)     1995 / 2270       
yeah but you still have to select the object.....

The only one that will acknowledge you selecting it in game is the "selected objects in area". I got it to work once but can't do it again. I need to learn how to use it.
Red Revolution
Clone Trooper
(id: master silver)
posted 07-31-08 08:19 PM EDT (US)     1996 / 2270       
I don't think that it really worked. For the select object trigger the unit has to already be on the map when the game begins.

Amity/Enmity
BleXeze
Clone Trooper
posted 07-31-08 09:28 PM EDT (US)     1997 / 2270       
Alright, I'm having a problem with the taunt based conversation system.

I read like what, 3 tutorials and none of them worked out.
Im using RPG Mega v4, but the taunts just wont work...

Nothing happens after I use the specific taunts.

For those who wonders, im mainly using Leon Kennedy's conversation tutorial.

I'm working on a new campaign and I'd find this conversation system rather useful, but it just won't work...
tappaz
Clone Trooper
posted 08-01-08 02:05 AM EDT (US)     1998 / 2270       
Just use a very simple taunt system.
Eg:
(defrule
(taunt-detected 1 1)
=>
(acknowledge-taunt 1 1)
(cc-add-resource nova 1)
(cc-add-resource food 20)
)

You can make this for more taunts by changing the number for the taunt and by changing the values that will be added to resources as long as they still equal 21.
Eg:
(nova 2)
(food 19)

(nova 3)
(food 18)

etc.


As for using this in game, apply this ai to a computer player and make it so when that player receives a certain amount of those resources it fires an effect. (Remember to tribute 100 of each from the player x to gaia so it can be used again.)

Hope that helps.
Tappaz

[This message has been edited by tappaz (edited 08-01-2008 @ 02:07 AM).]

Sierra Wolf
Omega
(id: Rossk)
posted 08-01-08 04:25 PM EDT (US)     1999 / 2270       
BleXeze, can you post the triggers you're using?

I'll try to explain it real fast, but it'd help me figure out you're problem if you post your conditions/triggers.

TRIGGER 1 (starting: on/off)

(what you want to activate the use of the taunts)
Activate Trigger - TRIGGER 2
Change Ownership - (the player you control to a computer player)
Create Object - Map revealer
Scroll View

TRIGGER 2 (starting: on/off)

(some kind of condition, usually a timer)
Display Instructions - (whatever you want the options to be, just make sure you label what 1 and 2 do )
Activate Trigger - TRIGGER 3
Activate Trigger - TRIGGER 4

TRIGGER 3 (starting: on/off)

Accumulate Attribute - 1 nova (nova represents what taunt you want to use)
Accumulate Attribute - 255 ore (to figure out how much ore, subtract 256 from the amount of nova you're using)
Tribute - 99999999 nova from whatever player that uses the AI to gaia
Tribute - 99999999 ore
Deactivate Trigger - TRIGGER 4
(whatever trigger you want to happen)

TRIGGER 4 (starting: on/off)

Accumulate Attribute - 2 nova
Accumulate Attribute - 254 ore
Tribute - 99999999 nova
Tribute - 99999999 ore
Deactivate Trigger - TRIGGER 3
(whatever trigger you want to happen)

If anyone else here knows how to do taunts and sees that I forgot something, then let me know. I know how to do it, it would just figure that I left something out though. XD

Sierra Wolf

[This message has been edited by Sierra Wolf (edited 08-01-2008 @ 04:27 PM).]

BleXeze
Clone Trooper
posted 08-01-08 04:41 PM EDT (US)     2000 / 2270       
Well im using the exact triggers that Leon Kennedy explained in his tutorial.

Trigger-Choice A
Condition Timer X from last conversation text.
Effect: Display Instructions: 1: I surrender.
Effect: Display Instructions: 2: You are weak!
Effect: Display Instructions: 3: You can never defeat me!!!!
Effect: Activate Trigger Taunt 1
Effect: Activate Trigger Taunt 2
Effect: Activate Trigger Taunt 3

Trigger-Taunt 1
Condition—Accumulate Attribute Nova 1 (Ai Player)
Condition—Accumulate Attribute Ore 255 (Ai Player)
Effect 1: Activate trigger A (continue conversation)
Effect 2: Deactivate Trigger (Taunt 2)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 1
Effect 5: Tribute (Ai Player to GAIA) Ore 255

Trigger-Taunt 2
Condition—Accumulate Attribute Nova 2 (Ai Player)
Condition—Accumulate Attribute Ore 254 (Ai Player)
Effect 1: Activate trigger B (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 2
Effect 5: Tribute (Ai Player to GAIA) Ore 254

Trigger-Taunt 3
Condition—Accumulate Attribute Nova 3 (Ai Player)
Condition—Accumulate Attribute Ore 253 (Ai Player)
Effect 1: Activate trigger C (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 2)
Effect 4: Tribute (Ai Player to GAIA) Nova 3
Effect 5: Tribute (Ai Player to GAIA) Ore 253

Using those with RPG Mega v4 as i said.
I even copied + pasted them into the Scenario Instructions screen to look at them when i needed to to make it right xD


@Tappaz: Thanks, but I was referring to ingame triggers not making/modifying an AI.
Sierra Wolf
Omega
(id: Rossk)
posted 08-01-08 06:00 PM EDT (US)     2001 / 2270       
Hmm...that's odd. Try using the triggers I said. And if that doesn't work, then try setting every player's AI to Immobile RPG Mega v4 (it sucks writing that out XD). You're not really supposed to do that, but just try it to see if you're accidentally setting it to the wrong player (I doubt this is the problem, cause you said you made sure it's right...).

Sierra Wolf
BleXeze
Clone Trooper
posted 08-01-08 07:49 PM EDT (US)     2002 / 2270       
I'll do that then, thanks!

EDIT: Nope D: I encountered a new issue with this tho, ALL of the respond triggers fire all at the same time even tho i didnt type or do anything

[This message has been edited by BleXeze (edited 08-01-2008 @ 08:31 PM).]

tappaz
Clone Trooper
posted 08-01-08 09:18 PM EDT (US)     2003 / 2270       
Okay dude... I would have helped but I didn't know the AI you were using until now.... for that firing all at once problem... have you made sure that the triggers are all off to start with? Sounds silly but you'd be surprised how many times I forget that kinda thing.

[This message has been edited by tappaz (edited 08-01-2008 @ 09:22 PM).]

Sierra Wolf
Omega
(id: Rossk)
posted 08-01-08 09:26 PM EDT (US)     2004 / 2270       
for that firing all at once problem... have you made sure that the triggers are all off to start with
Yeah, make sure that they're all off, except the first one that activates the taunt-activated triggers.

Sierra Wolf
BleXeze
Clone Trooper
posted 08-01-08 09:33 PM EDT (US)     2005 / 2270       
They are off.

I've like, quadruple checked them already


EDIT: Okay.. i smell something weird >_>

I just checked the triggers for the FIFTH time and they all show off (the ones that are supposed to be off)

[This message has been edited by BleXeze (edited 08-01-2008 @ 09:36 PM).]

Sierra Wolf
Omega
(id: Rossk)
posted 08-01-08 09:48 PM EDT (US)     2006 / 2270       
Maybe you can take a screenie of your triggers...?

I dunno what the problem is...that's just really odd. =/ If it still messes up, then I might be able to send you a template...

Sierra Wolf
BleXeze
Clone Trooper
posted 08-01-08 10:23 PM EDT (US)     2007 / 2270       
Oh, well then theres the problem with spoiling what my campaign will be about

So i guess you'll have to send me the template then..

kimdarthvader@hotmail.com
Sierra Wolf
Omega
(id: Rossk)
posted 08-02-08 00:00 AM EDT (US)     2008 / 2270       
Sent.

Sierra Wolf
tappaz
Clone Trooper
posted 08-02-08 03:32 AM EDT (US)     2009 / 2270       
Guys I need help. (Everyone is shocked. Again?)

Well I am getting into this Battlefront mode.. however I'm not making one of those 2 second design ones.. I am wondering if it is possible to have a trigger wait for a set amount of time..but have a unit in a certain area for the whole period...?

It's for my capture Command Post triggers and it would be useful... Oh and one more thing...is there a special battlefront ai out there? cos that would make my work extra easy..

I'll make my kamino level and launch it as a prelude once I get these capture post things sorted.
Cheers guys
BleXeze
Clone Trooper
posted 08-02-08 07:51 AM EDT (US)     2010 / 2270       
Thanks Sierra, that really helped me out
Althought when i make a 3rd option to Log Out of the computer terminal, it works just fine, but i also set a effect to reactivate the first Dialogue Options trigger incase you wanted to use the computer again, but then it just executes the Log Off trigger instantly like it did with my earlier triggers >_>

@Tappaz, try this
____________________________________________________________

Trigger 0 - P1 Start Capture (Starting: ON, Loop: NO)
Objects In Area: 1, Player 1
Send Chat: Player 1 <Capturing Command Post>
Activate Trigger: Trigger 1 Change Ownership+Start Timer

Trigger 1 - Change Ownership+Start Timer (Starting: OFF, Loop: NO)
Change Ownership: Player 1 to ALLY player, area around Command Post
Activate Trigger: Trigger 2 - Seconds Left Notice

Trigger 2 - Seconds Left Notice (Starting: OFF, Loop: NO)
Condition Timer: # Seconds (Replace # with any desired number)
Send Chat: Player 1 <# Seconds Remaining> (Replace # with any desired number)
Send Chat: Player 1
Activate Trigger: Trigger 3 - 0 Second Notice

Trigger 3 - 0 Seconds Notice (Starting: OFF, Loop: NO)
Condition Timer: 5 Seconds
Send Chat: Player 1 <Command Post Captured>
Activate Trigger: Trigger 4 - Change Owner You+Command Post

Trigger 4 - Change Owner You+Command Post (Starting: OFF, Loop: NO)
Change Ownership: ENEMY player to Player 1: Command Post
Change Ownership: ALLIED player to Player 1: Any unit around the Command Post
Activate Trigger: Allow Enemy To Capture
____________________________________________________________

Then just do it all again but use the enemy player as the source so they can take it back if they want

Also remember to put Activate Trigger: Allow Player 1 To Capture on the end of the enemy capture triggers.

I hope that helps you!

EDIT: OR you could also make a trigger so the capture unit still stays as Player 1 until it moves OUTSIDE the capture area, you'd need several triggers for that.
____________________________________________________________

Trigger - Outside Capture Area 1 (Starting: OFF, Loop: NO)
Condition: Objects In Area: Player 1, line of tiles on any side outside capture area of the Command Post
Deactivate Trigger: Seconds Left Notice
Deactivate Trigger: 0 Seconds Notice
Activate Trigger: Start Capture (allows your units to start capturing again if they move inside the capture area)

Then make more triggers for every side of the Command Post
____________________________________________________________

I THINK the last trigger should help, however im not sure due to not actually doing it ingame, i did the first ones ingame tho.

[This message has been edited by BleXeze (edited 08-02-2008 @ 08:03 AM).]

« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 60 ··· 65 66 67 68 69 ··· 76  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

SWGB Heaven | HeavenGames