| 02-23-2004, 11:59 PM | #1 |
I don't really know how to word my question, but I have two. And they are hard for me to explain. But here goes...: :WD: First question, if you have ever played Creatures of the Night Part 5, Scene 2, then you might know what I mean. At the end of the game, but still during the game, he has screens that basically turn the entire screen back, but they are like wallpapers. They have things such as: Director: DaemonKiller[fw] On them, just like a real money. I just want to know how to do this real specifically if possible. Someone told me that it was custom fade filters...but I have no idea. Please help Second question is more having to do with Variables/Arrays. I basically want to construct an AP system(AbilityPoints). In my game, there are summon items that you can achieve, which infinately summon monsters. If you have ever played Final Fantasy Open RPG, then my summons are like the Summon Materia in that. There will also be Magic spells. Example: Level 1 Ice: Blizzard Level 2 Ice: Blizzara Level 3 Ice: Blizzaga Well, I want the magic to summon and upgrade. This is where the AP system comes in. I want each Player to have a Leaderboard displaying THEIR total Ability Points, not everyone elses. I also want to design it so that every time the Player kills a monster, it adds AP points to their AP counter. However, I want the the amount of AP Points that certain monsters give to be different. For Example: Goblin Archer: 1 AP Brawler: 3 AP Snake Boss: 15 AP And I want it to add the AP to the Player's counter that owns the Unit that killed it. Next. Say an item takes 5000 AP to upgrade. When the Player's counter reaches 5000, I want it to display a Dialog Menu for the Player that says: Ex: You now have enough Ability Points to upgrade: (Bahamut Materia) Upgrade Do not Upgrade And obviously if they choose Upgrade it upgrades, and if they don't it doesnt. 1 Thanks in advance for the help! :WD: ~Nova Art Productions |
| 02-24-2004, 12:10 AM | #2 |
For your first question, Creatures of the Night did use custom fade filters, but I personally have never used them. Your second question involves leader boards. Use this: Code:
Events
Time - Elapsed game time is 1.00 seconds
Actions
Leaderboard - Create a leaderboard for Player Group - Player 1 (Red) titled Ability Points
Set <LeaderboardArray[Index]> = (Last created leaderboard)
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Abilty Points and value 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
<APIntegerArray[Index]> Equal to 5000
Then - Actions
Game - Display to Player Group - Player 1 (Red) the text: You now have enough Ability points to upgrade to Bahumut Materia
Else - Actions
Do nothingRepeat the actions for however many players you need, changing the first Player 1 (Red) to the desired player. Then you need to create a variable array to represent each player's AP. Whenever a player gains or loses ability points run this trigger: Code:
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Goblin Archer
Then - Actions
Set APArray[Index] = (APArray[Index] + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Brawler
Then - Actions
Set APArray[Index] = (APArray[Index] + 3)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Snake Boss
Then - Actions
Set APArray[Index] = (APArray[Index] + 15)
Else - Actions
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to APArray[Index] |
| 02-24-2004, 12:37 AM | #3 |
I found an insanely easy way to do credits, make a region of overly sized smoke smuges(the doodad) and then center the camera on it. Make floating text, set the volocity to go north, and voila! a cool-looking credits system. |
| 02-24-2004, 01:08 AM | #4 |
LOL... not bad hunter... pretty cool idea btw.... like having smoke.... then center above it a bit and eye level... then have the text fade in....... then have some cool music :)... |
| 02-24-2004, 01:17 AM | #5 |
Thanks :0. Still looking for the way they did it in Creatures of the Night |
| 02-24-2004, 01:21 AM | #6 |
In CotN they created custom fade filters, imported them into the game and then displayed them at the end of the cinematic. |
| 02-24-2004, 01:39 AM | #7 |
I don't know how to do that :) Can anyone explain that to me. BTW, if anyone is good at making banners and wallpapers, could anyone make me one that says Heroes of Blood and Steel Also if you could put a good fighting Warcraft background, and write Heroes of Blood and Steel in like...Blood and Steel, lol. I would, but I have NO photoshop, paintshop, etc. Thanks in advance |
| 02-24-2004, 01:45 AM | #8 |
lol... here is the crappiest credz ... ever.... i tried Hunters way... but used energy instead.... looks so dumb lol..... EDIT: havnt used WE in 3 months so yeah... just getting back used to the editor..... been playing 2 much D2 :).......... *says to self* *gotta get unadicted from D2, i miss wc3 and making maps* lol |
| 02-24-2004, 03:38 AM | #9 |
I just wanna say this, this is by far the best Warcraft forum ive found. On most of the other mapmaking sites, it takes hours to get a response, and here it takes a matter of minutes. Help please, I really want to know how they did it in Creatures of the Night Thanks for the example Vilex. Do you guys sthink it would look good with like smoke smudges, and the energy fields, and invuln fields like Vilex had, but on a ground few camera instead soyour looking at it 3d like? |
| 02-24-2004, 05:57 AM | #10 |
Ok, I haven't seen Creatures of the Night, but I think I know what you mean, a fade filter. It's easy don't worry, make a new action, look up the heading "Cinematics" and you'll find two triggers referring to fade filters, I'd use the Advanced fade filter action, I can't remember the syntax for it off the top of my head but it's something like... Apply a fade filter over (2.00) seconds (normal blending) on the texture (White mask), starting with colour (R,G,B) and (0%) transparency and ending with colour (R,G,B) and (0%) transparency. so the first '2.00' is the time the fade will take place over and then normal blending, to tell the truth I'm not sure but leaving it as it is, is probably the best idea for now, then the white mask is the texture you want to use, note that it uses .blp format so you'll need a converter. And the colours and transparency are pretty self-explanatory. Ok? |
| 02-24-2004, 07:50 PM | #11 |
use smoke smuges and flaoting text moving up, it works wonderfull. For extra effect, play like the rocking arthas song in the backround. hehehe |
| 02-24-2004, 09:59 PM | #12 |
Bah 1 thing i forgot lol... i messed the camera angel up:/... forgot to lock... to make it look good scroll down to eye level :).... my text is horrible... lol..... and its hard to get all those smoke smudges in there i tried lol... took me like 10mins to get the WHOLE map filled.... :/.... but i didnt like it too much lag:/ |
| 02-24-2004, 10:13 PM | #13 |
Hmm, that works good on eye level, but you guys haven't seen creatures of the night. ITS credits are awesome. They are EXACTLY like a movie with a black background and perfect white text that is in a special font. There is a link to download it somewhere on this site, I just can't remember where. You all should download it, as it is an excellent example of a custom game movie. |
| 02-24-2004, 10:39 PM | #14 |
Try PMing Linkmaster23. I know he can do it and he can likely help you as well. |
| 02-24-2004, 10:49 PM | #15 |
Thanks for the help, Ill ask him |
