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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:
Dawidos
Clone Trooper
posted 02-10-04 06:33 PM EDT (US)     481 / 2270       
Soon I will release my demo campaign. Now I and my friends are testing it. I hope you'll enjoy it. It's my first campaign.

Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production
Dawidos
Clone Trooper
posted 02-12-04 02:15 PM EDT (US)     482 / 2270       
Ok, now my turn. I have got a problem. How can I make explosion in the scenario ? Explosion effect, I mean. Something like in SOTE campaign during the battle against Xizor and Guri. And in Master Echuu campaign - Sev'Rance Tann. I tried to use effect called Create Object - Explosion Trigger. But it doesn't work. So ? Who will help poor Polish from Poland ?

Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production
Eothain
Clone Trooper
(id: Mad Mike)
posted 02-12-04 02:23 PM EDT (US)     483 / 2270       
You need to add to your trigger an effect that will kill the explosion triggers.

Comrade Mike Eothain
Steam . Xfire . Raptr . Last.fm . Spotify . Audiosurf . Buy this stuff
"Ah, boy. I'm just so tired of all these star wars." - Luke Skywalker, Episode VIII
Jedi Guardian
Clone Trooper
posted 02-12-04 02:45 PM EDT (US)     484 / 2270       

this is called an edit button it is used for editing posts.

~~~~~Jedi~~~~~
~~~Guardian~~~
Respect Awards:
Bronze-Ethoian
Silver-
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[This message has been edited by Jedi Guardian (edited 02-12-2004 @ 03:27 PM).]

Dawidos
Clone Trooper
posted 02-12-04 03:11 PM EDT (US)     485 / 2270       
Ok, thank you very much and sorry for my posts. I will be using edit button, I promise

Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production

[This message has been edited by Dawidos (edited 02-12-2004 @ 03:36 PM).]

OOM_Omega
Clone Trooper
posted 02-13-04 05:14 PM EDT (US)     486 / 2270       
Hey Guys I'm new a this scenario thing and am currently working on a campagin about the unkown regions of the galaxy. I just got one problem I can't figure out how to make a trigger that heals my character. If you can help me out it would be much appreciated.
SithKnight17
Clone Trooper
posted 02-13-04 05:17 PM EDT (US)     487 / 2270       
I'm back, after two pages with, what I hope, is a simple question.

In an upcoming Vader Campaign, I want some Imperial Guard things to stand still, but they keep moving around. How can I get this too work? Triggers? Anything? Thanks in advance.

Dawidos
Clone Trooper
posted 02-13-04 07:17 PM EDT (US)     488 / 2270       
To OOM_Omega : make this trigger

Trigger : Heal Hero
Trigger Starting State : OFF
Trigger Looping : No or Yes if you want to make a unit an immortal.
Condition : None or any
Effect : Damage Object (Ammount equal HP Unit)
Effect : Damage Object (Ammount equal - HP Unit)

You can't type in the minus sign , so you have to type it somewhere else and cut and past it. Don't touch the trigger again, or the minus sign will be gone. Good Luck.

To SithKnight17 - use the AI file called Immobile Random by Astro_Mech. You can download it from section Downloads - Ai Files on SW GB HG. Good Luck.


Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production
Jedi Guardian
Clone Trooper
posted 02-14-04 11:13 AM EDT (US)     489 / 2270       
You sure know about the scenario editor!

~~~~~Jedi~~~~~
~~~Guardian~~~
Respect Awards:
Bronze-Ethoian
Silver-
Gold-
Professor_D
Clone Trooper
posted 02-14-04 06:23 PM EDT (US)     490 / 2270       
HELP!!! I tried do a hi-jack mech trigger but the unit was thrown out of the mech and it switched back to the original player's ownership. Does ANYONE know how to make a hi-jack mech trigger like in, An Empire Unleashed.

Proud member of Tundra Studios! Visit my site
http://www.geocities.com/clone_sergeant_06/
Vengeance is cool!
Don't Vote Bush for Pres.
Vile
Clone Trooper
posted 02-15-04 03:41 PM EDT (US)     491 / 2270       
Hey, I noticed on your site you made a stairs mod. It looks good you should submit it to SWGBH. And about your problem:


Trigger 1
Cond1 Object Selected (Mech)
Effect1 Change Ownership (Mech)

That should do it for an oponents mech. If you wanted it to change when you garrison inside it, it would need to be an allies mech with the following trigger:

Trigger 1
Units Garrisoned (Mech) 1
Effect 1 Change Ownership (Mech)

Now you can even go so far as to have it go back to your ally when you leave. Just have you first trigger activate this trigger that starts off:

Trigger 2
Cond1 Objects in Area (whole map) (unit that hijacked) 1
Effect 1 Change Ownership (Mech)
Effect 2 Activate Trigger 1

Make sure that niether of hem are looping cause that will cause a crash. Hope this helps.


The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness. For he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know I am the Lord when I lay my vengeance upon you.
JediKatara
Clone Trooper
posted 02-16-04 11:16 AM EDT (US)     492 / 2270       
Dawdidos- thanks again! I did everything I needed for my first campaign, now I only need to know one more thing- what files do I need to zip up in order to submit it here? And I know you hafta include a readme with that line about the campaign not belonging to Lucasarts, but what else should I include in the readme?

Thanks


KNown as Connemara to many...but unfortunately I just happened to register here during a brief period where I decided to be "different" and this is what I got. So just consider me General Connemara, even though the screen name says JediKatara. Ah hell, not like I really care.

Live journal of teh General Connemara : http://www.livejournal.com/users/caitlan/

Dawidos
Clone Trooper
posted 02-16-04 12:52 PM EDT (US)     493 / 2270       
Well, thanks a lot.. What do you have to included in the readme file. So :

DESCRPITION
Story, features etc.

INFORMATION
How to play the scenario ? The description of Intelligence and Recconnaisance section.

MUSIC AND SOUND FILES INFORMATION
If you added to your campaign any music files, write how to unzip them and where.

MODPACK INFORMATION
The same as music information. Give an advice where the players can download mods.

CREDITS
Information about author, playtesters etc.

What do you have to include in the zip ?
- Readme File
- Guide if the campaign is very difficult
- Campaign file (format cpx or cp1 in CC)
- Sound and music files (if any)
- AI files (if any)
- Mod (if any,no more than 500 kb) Bigger mods - give links to them.

That's all, I think. Good Luck


Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production

[This message has been edited by Dawidos (edited 02-16-2004 @ 01:03 PM).]

Professor_D
Clone Trooper
posted 02-16-04 04:32 PM EDT (US)     494 / 2270       
Thanks Vile, I'll submit those stairs as soon as possible!

Proud member of Tundra Studios! Visit my site
http://www.geocities.com/clone_sergeant_06/
Vengeance is cool!
Don't Vote Bush for Pres.
roee_co
Clone Trooper
posted 02-17-04 02:05 PM EDT (US)     495 / 2270       
Ok, I have a problem, I'm trying to make an artillery attack a trooper! the artillery is player 3 and the trooper is player 2. The diplomacy is set for ally, and using triggers i set them to be an ally, Source Player: Player 3 so the artillery could attack the trooper, but the trooper can't attack the artillery. My standard game option "lock teams" is disabled, so that shouldn't be a problem. then, using the effect "task object", i want the artillery to attack the trooper, but instead it just goes to the trooper

Can anyone help?


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!!!

Vile
Clone Trooper
posted 02-18-04 00:05 AM EDT (US)     496 / 2270       
Roee, even with triggers allies cant attack eachother. They need to be enemies. What you can do is create 2 new players that are enemies and then switch them to oppisite teams when its time for them to shoot, I use this all over the place with my scenarios.

The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness. For he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know I am the Lord when I lay my vengeance upon you.
roee_co
Clone Trooper
posted 02-18-04 00:24 AM EDT (US)     497 / 2270       
that's why i switched them to be enemies

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!!!

OOM_Omega
Clone Trooper
posted 02-19-04 11:18 PM EDT (US)     498 / 2270       
Sorry for not replying sooner I've been away camping but anyway thanks a bunch Dawidos, you have not only anserwed the question I asked but filled me in on some other areas I wasn't so good at.
I'll Be shore to mention your name in the campaign credits.
Dawidos
Clone Trooper
posted 02-23-04 04:36 PM EDT (US)     499 / 2270       
It was pleasure to help you . Thanks And ask if you want to know something else.

Beginner scenario designer from Europe (Poland)
Current Project : Dark Forces II : Jedi Knight
Get it today : Dark Forces II : Jedi Knight Demo
Proud member of Pariah Designs
Scenario designer from Rogue Creations
Member of Grey Raid Production
ArnieFett
Banned
posted 02-25-04 01:29 PM EDT (US)     500 / 2270       
Hello again, I have a few problems.

1. I'm making a proper level, a Boba Fett RPG (I know there have been others, but heh). It's very good for my first proper level so far, you can buy a speeder. It's slightly linear (sp?) so far, but I'm trying. The only problem was, I tried to do a cut-scene, but although I had an undefeatable object, it said I was defeated when I changed the ownership of Boba to the generic town folk. I made sure the undefeatable object was mine, but still no help. I even put about 30 on, and it made no difference. Help? Thanks.
2. Is there a way to do a hyperspace effect? I don't mean like, a blue/purple warp thing, but the ship speeding up then disappearing. I guess I could just remove the object, but it doesn't look that good. Thanks.

roee_co
Clone Trooper
posted 02-25-04 01:38 PM EDT (US)     501 / 2270       
1. Are you using any kind of a AI script?

2. You could remove the object, put it near the first position, then remove it again, and putting it again in another position, and use scroll view effect to show that its actually moving


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!!!

ArnieFett
Banned
posted 02-25-04 01:59 PM EDT (US)     502 / 2270       
1. For the other players, I'm using the immobile taunt AI.
2. OK, thanks!
Gamer_hl
Clone Trooper
posted 02-25-04 02:05 PM EDT (US)     503 / 2270       
Hej can anyone tell me how to build a wall with Theed Arches???
Thanks

Now known as Bendak
Sidious
Clone Trooper
(id: Darth Sidious)
posted 02-25-04 02:50 PM EDT (US)     504 / 2270       
Gamer_hl
Clone Trooper
posted 02-25-04 03:01 PM EDT (US)     505 / 2270       
thanks!!

Now known as Bendak
Dan daman
Clone Trooper
posted 02-25-04 04:15 PM EDT (US)     506 / 2270       
I think that someone from scnpunk should post a guide about making casino games in rpgs in the utility section. it would be a micrsoft word document that gave you step by step instructions on how to use triggers to make the game work. it would also include screenshots of the games that are being explained. an example of the book might be...

In the scenario "Life in the Big City" by Night conquerer, there was a building called "The Golden Jedi Casino" in this casino there was a game called "The Hologram Game" (See screenshot 5.b.) the trigger work that went into this game went like this

Trigger one:
Condition: (Whatever it was)
condition: (Whatever it was)
Effect: (Whatever it was)
effect: (Whatever it was)

If this guide ever was posted, it would allow for more scenarios with casinos.

[This message has been edited by Dan daman (edited 02-25-2004 @ 04:17 PM).]

Sidious
Clone Trooper
(id: Darth Sidious)
posted 02-25-04 04:36 PM EDT (US)     507 / 2270       
You can download the Campaign Manager. It's for Age of Kings, but it also works for SWGB. You can decompile campaign files with it, so you can look at the triggers and learn some tricks other designers have used.
Xcal
Clone Trooper
(id: Xcaliber)
posted 02-27-04 08:26 PM EDT (US)     508 / 2270       
Dan, I could start a guide explaining mini games for scenarios, I'll start on it. Even though I am not a member of SCN Punk, I still run my own design group.
ArnieFett
Banned
posted 02-28-04 04:46 PM EDT (US)     509 / 2270       
After playing Coruscaunt life, and some LITCs, I thought I might try one, especially now that I've worked out how to do the "high-jack mech" trick. Anyway, my question is, would it be copying to use the "hero on flag and building selected" trick to enter buildings? I dunno how else I would. Also, I need some general advice, like which time to set it in. I think Imperial times, since then you could be recruited to the Rebels or the Imperials. (In OR times, well, during the Clone Wars the army was all clone and Republic, and during NR, well, I guess the Imperial Remnant, I dunno.) Should I use a neutral planet, or should I make up a big-city type of planet? So then I could make up my own backstory and stuff. If it was neutral, and I wanted imperials and rebels there, I'd probably have to find a reason for them not warring. In KOTOR, there's a planet that has a valuable organic healing thing, and they let both sides on the planet, but not invade or they say they'll destroy the medicine stuff. Help? Thanks.
Tsavong Lah
Clone Trooper
posted 02-28-04 05:28 PM EDT (US)     510 / 2270       
Haven't been here in a while...

Anyone know how to make water on an elevation?


Tsavong Lah
Tá Críost éirithe! Go deimhin tá sé éirithe!
Ἅγιος ὁ Θεός, Ἅγιος ἰσχυρός, Ἅγιος ἀθάνατος, ἐλέησον ἡμᾶς.
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