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A couple of questions. Can't explain/Fit in topic.

04-21-2004, 07:24 AM#1
MaxDamage
Ahoy!

Well I figured I'd just post my questions in one thread instead of cluttering up the forum. :>

Here's the first issue.. which deals with skinning:

I recently edited my first skin, the blademaster skin. All I did was alpha out the weapon and the big beads around his neck so they'd be invisible. It worked fine.. but then I noticed something on my models in the editor and in game. There's a little blue line across the BM's face and beard.. and when you zoom in it gets less noticeable, and when you zoom out it becomes really noticeable. I didn't edit the model other than the blade and beads area.. and I tried editing the ChaosBM skin, and just added skulls to the beads, and the blue line showed up.

What I'm wondering is if anyone has ever come across this? And if so.. is there any way to fix it?

Now for my other question.. It's kind of hard to explain.. but you know how in Dark Deeds you can pick up the different plants and then mix them up and it makes an item? Well I REALLY like the idea.. But I'm very newbish when it comes to triggering.. and Dark Deeds seems to be protected.. so I'm at a dead end.

Basically.. I'm working on a Castle D map, and it'll have an attractive little garden in it where I'd like to have random plants pop up and you can mix them with an Alchemist unit to get potions. It'd also be really neat to have a mining area where you can send workers to, and depending on how many you send and what upgrades they have, different minerals like gold, silver, etc. pop out, and you can mix them together to get items or whatever. Just an idea.. but I'd really like to have the alchemist and potions in my map.. it'd make a great addition.

That's about it.. if anyone could help, it'd be MUCH appreciated. But please.. be as detailed in the triggers as possible.. Thanks! ^_^
04-21-2004, 01:19 PM#2
Arohk
Quote:
Originally Posted by MaxDamage
Now for my other question.. It's kind of hard to explain.. but you know how in Dark Deeds you can pick up the different plants and then mix them up and it makes an item? Well I REALLY like the idea.. But I'm very newbish when it comes to triggering.. and Dark Deeds seems to be protected.. so I'm at a dead end.


thats more simple then you think,

just need 1 trigegr i think,

E:unit aquires an item
C: unit type of triggering unit (the unti that mix the items)
A:
If then else multible functions:
If triggering unit has item of type ITEM1
IF trigegring unit has item of type ITEM2

THEN create 1 (NEW ITEM) at position of triggering unit
THEN remove item from slot 1 of triggering unit
THEN remove item from slot 2 of triggering unit

ELSE Nothing

after you got this just copy the If then else for ever item you want, (cant explain better im at school)
04-21-2004, 03:54 PM#3
Shark
well, kinda same as Arohk, but i would add a "Entered chat string that says 'mix' as an exact match" trigger (i forgot the name, and i can't look it up now) before the Make 1 NEW item....
maybe you don't want those items mixed right now, do you ?:), so if you have the right items, all you have to do is type "mix" and it will mix them...
that is all....

it think it could look like this
E:entered chat message contains 'mix' as an exact match
C:selected unit is alchemist and selected unit is owned by triggering player
If/Then/Else variations.... this is just one, so consider it to be repeated several times for every combination...
C:selected unit has item of type ITEM1 and selected unit has item of type ITEM2
A:give/create 1 New item to selected unit
A:remove ITEM1 from selected unit and Remove ITEM2 from selected unit
If/Than/Else combination two goes here...

do not use the remove item from slot 1 and 2 because it will remove items in those slots, and the mix components doesn't have to be in those slots....
04-22-2004, 01:09 AM#4
ThyFlame
Er... actually its

Unit acquries an item,
Unit-Type of (unit manipulating item) = Cooking pot
For loop integer a
IF
-Item-type (item being manipulated) = ItemArrayOfIngredients[Integer A]
Then
-Run Trigger Mix
Else
-Order unit to drop (item being manipulated)

Basically, you set all ingredients into an array and then check whenever the cooking pot gets a new item. If it's not an ingredient it spits it out. If it is, it runs a new trigger that contains all the IF/THEN's for each ingredient combination. (Event-Responses carry over from triggers)



Ask the skinning question in the skinning forum, not the trigger forum.
04-22-2004, 02:20 AM#5
MaxDamage
Quote:
Originally Posted by ThyFlame
Er... actually its

Unit acquries an item,
Unit-Type of (unit manipulating item) = Cooking pot
For loop integer a
IF
-Item-type (item being manipulated) = ItemArrayOfIngredients[Integer A]
Then
-Run Trigger Mix
Else
-Order unit to drop (item being manipulated)

Basically, you set all ingredients into an array and then check whenever the cooking pot gets a new item. If it's not an ingredient it spits it out. If it is, it runs a new trigger that contains all the IF/THEN's for each ingredient combination. (Event-Responses carry over from triggers)



Ask the skinning question in the skinning forum, not the trigger forum.


Thanks guys! Sorry aboot that.. keep bookmarking the wrong forum. :(

And also.. How would I go about having the different plants spawn randomly in the garden? And is there any way to get an upgrade at the alchemist building or whatever to make better ingreidents have a chance at spawning?
04-23-2004, 03:17 AM#6
MaxDamage
Nobody know how to make the plant items spawn randomly in a specified region? This is a bump.. sorry.. but I'd like to know. :D
04-23-2004, 04:40 AM#7
ThyFlame
Don't bump for a minimum of 4 hours.

Anyway, put all items into an array then every X seconds create itemArray[math - random number between 1 and how many items are in your array.]


There's a couple ways to make it spawn "better" items. You could simply exclude the lower items or have an array for each level of the alchemy shop. In the higher leveled arrays you'd have it something like

array[1] = seed
array[2] = plant
array[3] = plant

So it has a higher chance of getting a plant [higher item] than a seed [lower item].