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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:
roee_co
Clone Trooper
posted 09-05-04 03:37 PM EDT (US)     931 / 2270       
set the diplomacy of the player of the jedis enemy to the player of the invisible object.

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!!!

Alcoholic_Yoda
Clone Trooper
posted 09-05-04 03:40 PM EDT (US)     932 / 2270       
k, thanx

Alcoholic Yoda
Scenario Designer||HC Designs||Drunk On Beer
"Lets Play Ass!"-Mace
Whitefox:is "another system wipe" Dallows speak for "I relise this is going to be shit and im going to start again"?
Life, Gods little way of punishing us....
Jacen Skywalker
Clone Trooper
posted 09-05-04 06:23 PM EDT (US)     933 / 2270       
Ok i am going straight to the point how would i change a units projectile from say a blaster bolt to an artliery units blue beam thing or a cannon blast in the scenario editor?

and can i change a units attack speed in the Scenario editor also?


There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
roee_co
Clone Trooper
posted 09-05-04 06:48 PM EDT (US)     934 / 2270       
sorry both things can be made only by modding and not by the scenario editor

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!!!

Jacen Skywalker
Clone Trooper
posted 09-05-04 07:02 PM EDT (US)     935 / 2270       
ok when you do an effect called change attack or something on the lower left it has two drop down boxes one is projectiles the other is the unit what are those for?

There is no emotion; there is peace.
There is no ignorance; there is knowledge.
There is no passion; there is serenity.
There is no death; there is the Force.
texasdragon
Clone Trooper
posted 09-05-04 07:47 PM EDT (US)     936 / 2270       
how can i place star destroyers and the death star in the scenario editor? i know you can do it in game by using the cheat codes but i want to put them in using the editor.. is this possible?
BobaFett
Clone Trooper
posted 09-05-04 11:06 PM EDT (US)     937 / 2270       
Well you use the All Units mod by Mace, found here:

http://swgb.heavengames.com/downloads/php/descpage.php?type=Mods&id=186

Hope I helped! Good luck! Happy Designing!


--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness
texasdragon
Clone Trooper
posted 09-06-04 10:54 AM EDT (US)     938 / 2270       
ok now i can place everything but only as gaia, how do i make them belong to player 1?
Alcoholic_Yoda
Clone Trooper
posted 09-06-04 11:11 AM EDT (US)     939 / 2270       
Make a trigger that changes the gaia units you want to ownership of player 1

Alcoholic Yoda
Scenario Designer||HC Designs||Drunk On Beer
"Lets Play Ass!"-Mace
Whitefox:is "another system wipe" Dallows speak for "I relise this is going to be shit and im going to start again"?
Life, Gods little way of punishing us....
BobaFett
Clone Trooper
posted 09-06-04 06:32 PM EDT (US)     940 / 2270       
Or go to the unit panel, select the unit in gaia then simply switch the player to the one you wish and the unit will still be select, however it will place as the player you switched to.

--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness

[This message has been edited by BobaFett (edited 09-07-2004 @ 07:02 PM).]

texasdragon
Clone Trooper
posted 09-07-04 05:25 PM EDT (US)     941 / 2270       
thanks a lot
BobaFett
Clone Trooper
posted 09-07-04 07:00 PM EDT (US)     942 / 2270       
No problem.

--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness
Co Dominic
Clone Trooper
posted 09-08-04 08:04 PM EDT (US)     943 / 2270       
I have a slightly newbish question: How do you get one of the objectives to cross-out when something is completed.

I tried using the clear-instrustion effect, but it wouldn't work.

Echuu
Jedi Padawan
(id: Master Echuu)
posted 09-08-04 09:35 PM EDT (US)     944 / 2270       
Once the condition of the objective trigger is met, it gets crossed out.
Co Dominic
Clone Trooper
posted 09-08-04 10:20 PM EDT (US)     945 / 2270       
Well, i know i made the condition "destroy unit", and then i selected a troop center (set). And then i made the effect " clear instructions, and then i selected 2(bottom).And i wrote the objectives in the "scenario Instructions" section. Am i doing something wrong?
Echuu
Jedi Padawan
(id: Master Echuu)
posted 09-09-04 08:40 PM EDT (US)     946 / 2270       
To have objectives, you don't need to use an effect. You just type in the objective in the Trigger Description box, and hit the "Display as Objective" button.
Co Dominic
Clone Trooper
posted 09-10-04 01:52 AM EDT (US)     947 / 2270       
I tried what you said, and it works! Thanks! Now I can finish my Scenaro. I think it's gonna be really good.
Han Katarn 425
Clone Trooper
posted 09-10-04 11:09 PM EDT (US)     948 / 2270       
In making my Dark Forces Campaign, I used some of the dead bodies from the mod to make the destroyed rebel base look more realistic. Still, there is a problem because they keep rotting away instead of staying there, and it looks too empty without them. Is there any way to make this work?

Also, I recently submitted my first playtest for DARK FORCES, MISSION 1. However, why hasn't it appeared among the downloads? I have been having trouble with WinZip, so was it declined for that reason? Should I re-submit it?


₪══════Freelance Forever!══════₪
▓┼┼┼H@ Ktn 45┼┼┼▓
▓┼┼Father of ark Forces ┼┼▓
₪════════════════════════════════₪
The ability to destroy a planet is insignifigant next to the taste of a kiwi.

Member Since: 06-07-2004 - It's a lie!
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 09-11-04 07:10 PM EDT (US)     949 / 2270       
Han Katarn 425, there isn't a way to stop them from rotting. What you can do is create a trigger that creates the dead bodies you want to be seen right before the character enters the room.

DO NOT RESUBMIT YOUR DEMO. It tells you that it may take a few days for your submission to be posted.


Whoa.

[This message has been edited by Imperial Force (edited 09-11-2004 @ 07:12 PM).]

Co Dominic
Clone Trooper
posted 09-12-04 03:48 PM EDT (US)     950 / 2270       
Thanks for helping me with my trigger problem. Now i have another question: Is there a way to make a civilization not surrender no matter what using triggers? This is really important because in my scenario the human player has a pre-deployed ally that is supposed to patrol around the base, but they surrender halfway itno the game.
lthils
Clone Trooper
posted 09-12-04 05:55 PM EDT (US)     951 / 2270       
well I have a question but I'll try and help you first.

Why not try making a very small part of the level cut off so no one can get into it, like a bunch of trees blocking one of the corners of the level.. Then put a huge amount of units in it for the player you don't want to surrender. Then they'll have so many units they'll keep fighting but those units won't be able to fight. That's what I would do but I'm sure there's another,better way. Ok now my question.


How do you make health containers? Short and to the point.

Co Dominic
Clone Trooper
posted 09-14-04 10:49 PM EDT (US)     952 / 2270       
That would work, but the human player has air units.
Devious
Clone Trooper
posted 09-15-04 04:34 AM EDT (US)     953 / 2270       
Download the immobile AI gold.. it makes units immobile.. and renders all commands impossible, like scouting and other stuff, surrendering etc.

-----------:::(=Devious=):::-----------
BobaFett
Clone Trooper
posted 09-15-04 05:50 PM EDT (US)     954 / 2270       

Quote:

Download the immobile AI gold.. it makes units immobile.. and renders all commands impossible, like scouting and other stuff, surrendering etc.

However it will still do whatever the triggers tell them to.


--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness
lthils
Clone Trooper
posted 09-16-04 06:06 PM EDT (US)     955 / 2270       
Really? Because when I used Immioble AI and tried to make a trigger to make units move my game crashed every time. Anyway so does anyone know how to make the health packs?
BobaFett
Clone Trooper
posted 09-16-04 06:19 PM EDT (US)     956 / 2270       
Hmmm... It's probably a windows trigger but there are also many different things that could crash the game. Try deleteing the trigger, and then remaking it. If that doesn't work after the third or forth time make a whole new SCN. If that doesn't work then post here and I might be able to help more.

About the healthpacks: http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=6,1438,,all


--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness
lthils
Clone Trooper
posted 09-16-04 06:27 PM EDT (US)     957 / 2270       
thanks for the link and I'll try what you said about that trigger.
BobaFett
Clone Trooper
posted 09-16-04 06:28 PM EDT (US)     958 / 2270       
n/p, good luck with that trigger!

--------\BobaFett
----------\Rogue Creations
----------\Plague Of Darkness
lthils
Clone Trooper
posted 09-19-04 03:00 PM EDT (US)     959 / 2270       
ok one question. Is it possible to make it so a sound plays whenever a door opens? I have a custom door open sound I d/l and I want to use it for when gates open. Oh and I'm not sure if this should go here, but how can I change a gun's noise? I don't really want blaster noises for my scenario.
Cradossk
Banned
posted 09-19-04 09:13 PM EDT (US)     960 / 2270       

Quote:

Is it possible to make it so a sound plays whenever a door opens? I have a custom door open sound I d/l and I want to use it for when gates open


Only through triggers!

-----------------------------------------------------

'Door Open/Close Sound' - ON/LOOP
Condition0: Objects in Area - Any Object
Effect0: Play Sound - 'Door Sound'
Effect1: Deactivate Trigger - 'Door Open/Close Sound'

-----------------------------------------------------

There you go!

Quote:

Oh and I'm not sure if this should go here, but how can I change a gun's noise? I don't really want blaster noises for my scenario.


Only by getting the .drs viewer and opening Sounds/Sounds_x1.drs, and then extracting the laser sound (If you can find it.).

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