| 07-13-2003, 09:44 AM | #1 |
ola all, I have a little problem. currently i'm making a naga campaign where you (doh) play the naga's. in the first mission one of your quests is to build a base. now i have to questions: 1. how do i put off requierments. let's say 1 requirment is to build a temple of tides, and you complete it. how do i make it so that that requirment becomes grey (like it has been disabled). i tryed to follow the normal triggers but then i get to choices: last created requirment. well you inmidiatly get 5 requirments so i cant do this. and second: variables. now well, i only know what the word variable means, so thats not really much. 2. how can i make it sence that when a building is build, you acctually get the requirment disabled. i mean, even if i build 5 temple of tides, i wont get any message that i've completed that requirement (i added a message but i dont get it). i have that problem as well at the last of my triggers, cause they are meant to sence when all buildings are done, so the quest is completed. when it's completed you get a cinematic and the rest of the map. but it'l never be completed now cause the pc can't sence if you got all that buildings... anybody can help me out? thanks, mozared |
| 07-13-2003, 09:52 AM | #2 |
To make requirements try this trigger: Events Unit - A unit owned by Player 1 (Red) Finishes construction Conditions (Unit-type of (Constructing structure)) Equal to Temple of Tides Actions Quest - Mark TempelofTides as Completed |
| 07-13-2003, 10:29 AM | #3 |
Hmm... If you have more requierments for one quest, you can use requierment variables (Are they called Requierment or something else?). Anyway, you can then assaign something to that, and then reffer to it later. So when something dies, is built, or whatever, you can go to the variable and check, if it is what you want it to be, so to say, you get one less objective in your quest. Regards |
| 07-13-2003, 10:32 AM | #4 |
@bl4ck1e: good idea, i'l use this one. but now, 2 of the requirements involve more thing. like build 3 mur'gul slaves. how do i do that than? @dead-inside: this involves variables and like i said i don't know anything about them, thanks anyway... moza |
| 07-13-2003, 05:05 PM | #5 |
you ALWAYS have to use variables when dealing with quests, otherwise you can't separate them in any other way than (Last created Quest). If you wan't more than 1 quest at a time, you have to use variables. |
| 07-13-2003, 08:31 PM | #6 |
luckely i dont use more @ a same time, but now can this problem be solved? |
| 07-14-2003, 09:24 AM | #7 | |
Quote:
making variables is the only - and I mean ONLY way of not only to keep track of different quests, but also different quest requirements. You say you have many buildings to build, but then you must check which QR it is, and then you must make variables. There's no escape. |
| 07-14-2003, 12:23 PM | #8 |
Guest | If you don't want to use variables and you've got a quest like this: "build 3 peasants" do this: Events Unit - A unit owned by Player 1 (Red) Finishes construction Conditions (Unit-type of (Constructed unit)) Equal to Peasant Actions If number of units in group all units owned by player1 matching unit-type equal to peasant equals 3 then do quest - mark peasants as Completed |
| 07-14-2003, 05:11 PM | #9 |
Just make a variable for each requirement, then in the trigger that add the requirements, just set the corresponding variable to it's requirement. I did that in my first map, good training :D Variables = small containers for info. The Action "Set Variable" is used to give them some info. A common trigger is "Set MyVariable to MyVariable +1" which means set it 1 higher than before... Otherwise look it up yourself, the yellow X button in the trigger editor... just ask, mon.. |
| 07-15-2003, 05:09 PM | #10 |
@Arche: no escape huh? i did it jet! @remy212: i've used something like that indeed. @electricall: thats a little explanatation, which i know jet. my problem is; how to store information in a number?! i mean than 1 is a peasant, 2 is a footman etc. but u'l need oper 1000 variable's to use all units this way, it's just way to strange for me... mozared |
| 07-15-2003, 08:30 PM | #11 | |
Quote:
1. How did you do it? 2. A variable is not neccesarily a number variables, it can point to a specific unit, unit type, quest, quest requirement... Just check the list. Hear this - It is very hard to make a good map without variables. |
| 07-15-2003, 08:31 PM | #12 | |
Quote:
ehh yeah but what is the "peasants" that is marked as completed? Riggggght.. A variable. |
| 07-15-2003, 08:39 PM | #13 |
yes but that are other variables! i dont use the ones from the "variable" screen cuz i dont get them, with array and that kind of things. regions are variables, camera's to and i use them! but not the ones in the screen! how i did it exactly i'l post tomorrow, cus i'm gonna sleep now and i dont wanna check on the map now. mozared |
| 07-16-2003, 05:41 PM | #14 |
Well, maybe Quests and such have a <gen> variable in TFT, but I don't remember it being there in RoC. |
| 07-16-2003, 05:57 PM | #15 |
You REALLY should take the 5 minutes it takes to learn variables. It's a fundamental concept, and will help you out a LOT. Many things done in any popular map wouldn't be possible without variables... and lots of them =) THEY ARE YOUR FRIEND! |
