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A Couple Quickies

07-10-2002, 05:05 AM#1
Guest
I am working on a campaign called Battle of Eden. It is going to be very similar to Shadows of Evil. BoE will span across a few maps, I finished the first mission and released it as a beta but I working on the Land of Eden which is a giant map. I got a few trigger questions.

1) My heros that gain levels in the first mission lose them on the spawn of the second map, how can i fix this.

2)Waypoints, much like the Diablo 2 waypoints, to eliminate walking over already conquered land I am putting in waypoints. But how can make the user be able to select which one he goes to, maybe a 'unit enters region' 'look for text thing'. Not sure.

3)My neutral hostile units always get killed by nearby computer controlled enemies!

4)A few graphic editing questions, I have just about every art program you can imagine, even the new Photoshop 7! How do I open the files so I can make my own loading screens, HUD's, etc.

5)Last one, I was reading the Rise of Krill features and you mention a install screen, no zip extracting. How is this done?

Thats all for now, dont take me for some newbie, for any Fallout: Tactic players out there they know about my 2 CD campaign I made for FoT titles Clan wars, it spanned the clan histories rise and falls through the FoT days. It was pretty cool. Anyone that can help out I would really appreciate it, thanks.
07-10-2002, 09:42 AM#2
dataangel
1. Take a look at the game cache triggers. Store the heroes in a cache file, then on the next map restore the heroes from the same file.

2. Have them stand on a certain area which will display the list of waypoints. Then use the chat message event to detect them typing in a number for which place they wanna go.

3. Use the player set alliance trigger to ally the computer players with neutral hostile.
07-10-2002, 07:08 PM#3
Guest
Thanks, now I still gotta solve 4 and 5.
07-10-2002, 09:13 PM#4
Str0ngArm1
Would it be at all possible to use a region activated dialog box to choose which waypoint to teleport to?

-Str0ngArm1
07-10-2002, 09:47 PM#5
Guest
heres what I was thinking, I was gonna place about 8 Power of Circles around the map, waypoints. You have a waypoint at the castle you start in, it is the only active one so you cant use it yet, then you get to the first town and it has one, once you step on it, it becomes active, now you can freely move between castle 1 and town 1. But for triggers I was thinking, 'unit enters region' 'own by player 1' 'look for text'. But what if its someones second time through the game and know the names of the other waypoints, how can i stop that?
07-10-2002, 10:28 PM#6
Str0ngArm1
Use the Trigger Turn Off/On actions to activate the waypoint triggers only once a unit has stepped on them.

So it would be like
Event:
Unit Enters Region Waypoint1
Condition:
Variable (Waypoint1Active) = False
Action:
Trigger Turn On 'Waypoint1 Trigger'

Thats just a quick example.

-Str0ngArm
07-10-2002, 10:58 PM#7
Guest
how would I set up the waypointactive1 variable?
right now this is my exact trigger:

Event:
Unit enters Castle WP
Condition:
Triggering Unit is owned by player 1 = True
Action:
Turn off this Trigger
Turn on Town Activate Wp (its a trigger)


Then they reach the town waypoint and they step on it:

Event:
Unit enters Town WP
Condition:
Triggering Unit is owned by player 1 = True
Action:
Turn on Town to Castle Trigger
Turn on Castle to Town Trigger

Now say they are back at the castle and want to go to the town via the waypoints:

Event:
Unit enters Castle WP
Player 1 types a message contained Town as a perfect Match
Condition:
Triggering Unit is owned by player 1 = True
Action:
Pick everyplayer in Player Group - Player 1 and do Unit Move Triggering Unit instantly to center of Town WP.






Thats what I got and it doesnt work right, can anyone come up with a Diablo 2 style Waypoint method that works?
07-11-2002, 12:49 AM#8
Guest
if u want a installer, go to lemme check www.clickteam.com and download install maker pro. install it, run it and its step by step. u can even make ur own licence :D
07-11-2002, 02:01 AM#9
Guest
Can anyone figure out the correct way to make Diablo 2 style waypoints? I have posted this on a few different sites forums and no one seems to know a for sure answer. With the triggers I have in the above post it just crashes the game as soon as the Waypoint is activated. If you can figure this out, please post the triggers here or else attach a map with the waypoints working.
07-11-2002, 02:29 AM#10
Draco
Can't you just use Way Gates for the same effect? You know, like when you ener the region of a Way Gate, it becomes activated?
07-11-2002, 02:51 AM#11
Guest
I suppose I could but I would rather have Circle Of Powers be the waypoint since they resemble a real waypoint. I think with Way Gates you can only have 1 destination also.
07-11-2002, 12:53 PM#12
OrcishSpacesuit
I haven't messed with them much, but dialog boxes are the way to go with this. Do it something like this:

Variables:
Create a variable array of type dialog. Name it something like WayPointsDialog.

Dialog Setup Trigger:
Events
-Map Initialization
Actions
-Pick every player in player in player group (the players) and do action: Change title of WayPointsDialog[Player number of(Picked Player)] to Waypoints
-Pick every player in player in player group (the players) and do action: Add dialog button to WayPointsDialog[Player number of(Picked Player)] labelled town

New Waypoint B Trigger
Events
-A unit owned by Player 1 enters region Waypoint B
-A unit owned by Player 2 enters region Waypoint B
-...so on for every player
Conditions
-Triggering unit is a hero {and not some summoned unit or something}
-This player doesn't have this waypoint (use variables-I need sleep too much to explain now)
Actions
-Add dialog button to WayPointsDialog[Player number of(Owner of(Triggering unit))] labelled Waypoint B

arggh tired... do the above for each waypoint. You should be able to figure it out if you are capable of doing a campaign this scale. Finally, you need to do triggers something like this:

Player Nears Waypoint B Trigger
Events
-A unit owned by Player 1 enters region Waypoint B
-A unit owned by Player 2 enters region Waypoint B
-...so on for every player
Conditions
-Triggering unit is a hero {and not some summoned unit or something}
Actions
-Dialog - show WayPointsDialog[Player number of(Owner of(Triggering unit))]

Player Leaves Waypoint B Trigger
Events
-A unit owned by Player 1 leaves region Waypoint B
-A unit owned by Player 2 leaves region Waypoint B
-...so on for every player
Conditions
-Triggering unit is a hero {and not some summoned unit or something}
Actions
-Dialog - hide WayPointsDialog[Player number of(Owner of(Triggering unit))]

note that the above works whether the unit is teleported or just walks away

Player Clicks Button For A Waypoint
Events
-A dialog button is clicked for WayPointsDialog[0]
-A dialog button is clicked for WayPointsDialog[1]
-...so on for every player. note that 0=Player 1, 1=Player 2, and so on.
Actions
-If the button was the town button, teleport to town
-If the button was the Waypoint B button, teleport to Waypoint B
-... and so on

I apoligize if this is not enough, but I have never used dialogs or even seen them in use, and I am tired. I think you have to do somthing fancy with variables to check which dialog button was clicked, which will be a major pain with multiplayer. Check around for more detailed dialog stuff.