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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:
Devious
Clone Trooper
posted 08-13-04 12:31 PM EDT (US)     871 / 2270       
hmm, whenever I use immobile gold AI the units legs move, any way to solve this problem?

-----------:::(=Devious=):::-----------
Cradossk
Banned
posted 08-13-04 05:59 PM EDT (US)     872 / 2270       
You've probabley placed a Droid Control Program with the same player carrying the AI. Try removeing it on the player and place Droid Control Programs in gaia.

[This message has been edited by Cradossk (edited 08-13-2004 @ 06:00 PM).]

Devious
Clone Trooper
posted 08-14-04 04:13 AM EDT (US)     873 / 2270       
D'oh. The only things I placed down were Gaia Holo's, hmmm, Ill remove em then.

-----------:::(=Devious=):::-----------
Empire of Darkness
Clone Trooper
(id: Imperial Force)
posted 08-15-04 07:53 PM EDT (US)     874 / 2270       
General_Grievous -

Make sure that you CAN garrison units in the building. The only ones I know of are:

Bunker
Fortress
Comman Center
Turrets

That's about it I think. If there are more, please say.


Trials of a Jedi - Coming Never.
General_Grievous
Clone Trooper
posted 08-16-04 10:39 AM EDT (US)     875 / 2270       
I think that's all of them, but when I task the units to a turret, they just move to it then sit around outside of it.

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curlycool
Clone Trooper
posted 08-16-04 03:00 PM EDT (US)     876 / 2270       
I need some help with something (I'm new). I have made a scenario where you get a troop center so you can produce a trooper. Once you do that it transfers to your ally. The problem is that I want it to transfer back to you after your trooper dies. I can't make an if unit dies trigger because he is no there at the start. My triggers look like this so far:

Trigger 0 On/no loop
Condition: Own fewer than 1 unit
Effect: Transfer ownership to player 1.
Trigger 1 On/no loop
Condition: Own 1 Unit
Effect: transfer ownership to player 2.

Pink Panther
Banned
posted 08-16-04 03:12 PM EDT (US)     877 / 2270       
Have you specified (down to a T) what the unit is?
curlycool
Clone Trooper
posted 08-16-04 03:14 PM EDT (US)     878 / 2270       
Anything from the troop center.
Pink Panther
Banned
posted 08-16-04 03:23 PM EDT (US)     879 / 2270       
So that means you need 4 different triggers, one for each unit you can make for the troop center.

Also take into account the fact that those triggers conditions will depends on what Tech you're in, and make sure that the conditions have the right CIvs selected.

I.E if you were the Confeds youd need to make sure all the units had -> (C) <- before em.

Hope that was of some use

curlycool
Clone Trooper
posted 08-16-04 04:29 PM EDT (US)     880 / 2270       
That does help but I don't want it to be on until the unit dies, and scince the unit isn't there off the start I don't know how to do it.
Pink Panther
Banned
posted 08-16-04 05:19 PM EDT (US)     881 / 2270       
Use the 'less than' condition.
Iain007
Clone Trooper
posted 08-22-04 08:22 AM EDT (US)     882 / 2270       
Hey, How do you get Converters to work (like in Senate games) I'm making my own Senate and the only thing I'm missing is converters (players 1-6), Can anyone give me any advice?

Thanks.

General_Veers613
Banned
posted 08-24-04 08:04 PM EDT (US)     883 / 2270       
Condition: object in area
Efect: change ownership to player #
I think that is right.
EDIT: I was wondering how you make another unit follow yours, like in a RPG.

[This message has been edited by General_Veers613 (edited 08-25-2004 @ 04:34 PM).]

Iain007
Clone Trooper
posted 08-25-04 04:36 AM EDT (US)     884 / 2270       
Nope, Still doesn't work...
jmac1492
Clone Trooper
posted 08-25-04 03:08 PM EDT (US)     885 / 2270       
I'm still learning triggers and stuff, so this is probably an incredibly stupid question, but how would you set up a dialog with two people talking where the screen clears in between each line.

An example:
Luke: Says something.
The screen clears
Obi-Wan:Says something else
The screen clears
Luke: Says more stuff.
The screen clears

Oh, and I can set this up with timers it if is the first thing that happens in the mission, but I want this to happen in the middle of the mission too. Any suggestions?

General_Grievous
Clone Trooper
posted 08-25-04 03:35 PM EDT (US)     886 / 2270       
Here's how to do it.

Trigger1 (Starting state on)
Condition: Timer
Effect0: Display Instructions (10 seconds)
Effect1: Activate Trigger2

Trigger2 (Starting state off)
Condition: Timer (10 seconds)
Effect0: Display Instructions (10 seconds)
Effect1: Activate Trigger3

Etc...

To make it happen later on add a objects in area (or whatever) condition to Trigger1.

Hope that helped


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jmac1492
Clone Trooper
posted 08-25-04 09:46 PM EDT (US)     887 / 2270       
Thanks, but now that that works, the computer opponents and allies keep changing sides. It kinda ruins the scenario when Luke is hallucinating Obi-Wan and Obi Wan starts attacking him. How would I stop this?
thereddemon
Clone Trooper
posted 08-25-04 09:46 PM EDT (US)     888 / 2270       
I know these questions have probly been asked before, but How do you do turn-based battle systems like in Astro_Mechs SoL2 and How do you make it so that when you type a taunt and stuff happens?
Iain007
Clone Trooper
posted 08-26-04 01:42 PM EDT (US)     889 / 2270       
Can you give me a detailed description on how to do it? It still doesn't work. (the converter thing)
Pink Panther
Banned
posted 08-26-04 01:56 PM EDT (US)     890 / 2270       

Quote:

EDIT: I was wondering how you make another unit follow yours, like in a RPG.

You need two triggers:

Trigger 1: (On)
Effect: Task Object to Object (Unit followin to Unit leadin)
Effect 2: Activate Trigger 2

Trigger 2: (Off)
Condition: Timer: 3-4 seconds
Effect: Activate Trigger 1


And that's it. Simple

General_Veers613
Banned
posted 08-26-04 04:17 PM EDT (US)     891 / 2270       
Ok, thanx.
Dawg of the Sith
Clone Trooper
posted 08-27-04 01:06 PM EDT (US)     892 / 2270       
How come when I download a scenario there are different files. I don't have the expansion. this might be my problem.
My game identifies the (.scx files not the .sc1 files ) I have only downloaded the scenarios that are suposed to be SWGB not CC???
Pink Panther
Banned
posted 08-27-04 02:04 PM EDT (US)     893 / 2270       
.sc1 are CC expansion only, .scx are for SWGB but also work in CC.

Dawg of the Sith?!

Dawg of the Sith
Clone Trooper
posted 08-27-04 02:10 PM EDT (US)     894 / 2270       
Thats what I figured they're labeled wrong in the archivee thanks
MortifiedPenguin
Banned
posted 08-27-04 02:11 PM EDT (US)     895 / 2270       
Iain007:
Trigger 1: (On, looping)
Condition 1: Timer (whatever, probably about 5)
Change ownership: Player 2 to player 1
Change ownership: Player 3 to player 1
Change ownership: Player 4 to player 1
Change ownership: Player 5 to player 1
Change ownership: Player 6 to player 1

That would we for player one. Then you'd do another for player 2, and have a trigger to change ownership to player 2 for every player, and so on. Make sure you set an area, a designated spot for every player. Mark each area by flags that belong to the player it converts to. Hope that helped

Shadow999
Clone Trooper
posted 08-27-04 08:41 PM EDT (US)     896 / 2270       
Hello. I don't know if anyone remembers me, but I've been a way for a long, long time. Taken up interest in BG again though, and I'm wondering about two things.

The first is probably one of the oldest questions ever asked. It's funny, because with what I can do with the scenario editor now, I should know how to do this. How do I cross off objectives and such when they are done? This will need a little bit of explaining as I'm still trying to remember half the stuff I've learned.

Last thing, how do I give a unit another unit's portrait from the start? Kind of like a "Change Object Picture" command if there was one. Anyone know how? It would be confusing identifying units ONLY by their names I change.

Thanks!

Shadow999
Clone Trooper
posted 08-27-04 08:46 PM EDT (US)     897 / 2270       
Oh... and is there anyway to make that secret Star Destroyer unit become default playable in the scenario editor? ANYWAY at all? Without tying the cheat?

Oh, and what the heck, why not ask another?

Is there anyway to disable the player from using the "skull" button to blow up his own units? Part of my mission is for one of the player's units to die in battle, and I don't want him/her doing that.

[This message has been edited by Shadow999 (edited 08-27-2004 @ 09:03 PM).]

Hexzilla
Clone Trooper
posted 08-28-04 01:09 AM EDT (US)     898 / 2270       
Does anyone know where the Sarlacc Pit is located >>if it is<< in the scenario editor for Clone campaigns???
Devious
Clone Trooper
posted 08-28-04 01:11 AM EDT (US)     899 / 2270       
I belive its a gaia unit located in the "units" panel ...

-----------:::(=Devious=):::-----------
Mr Muppet
Clone Trooper
(id: Scrunch Muppet)
posted 08-28-04 08:44 AM EDT (US)     900 / 2270       
What he said.
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