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Trigger Questions

10-26-2002, 12:36 AM#1
Guest
I need help with a few trigger aspects. First, and seemingly the most simple I'd like to know how to do the waypoint trigger in FMVH (Vampire Hunters.) Second, I wish there was a player damage trigger. I'm making a modified critical strike and there is no way to do a +% to damage without knowing the base damage for every level or increase of prime attr. Also, custom skills like the ones in FMVH. If I were to figure out how to make an actual modified critical strike, I wouldn't need the damage variable. Or even an entirely new skill. Also, another question. If I were to make custom skins/model and implement them into the map, would people have to download them? THANKS. I hope to use the information you provide to make a few great RPGs and mods.
10-26-2002, 01:37 AM#2
Draco
Welcome to W3campaigns! I haven't player FMVH, but if you wanted to make a really easy system of waypoints, I'd just stick with waygates. All you have to do is set a region for it to go to. Custom skins can be packed into a map, so ppl get them when they get your map. Making skins is pretty complicated for new ppl though, so for some help, check the tutorials on this site and/or go to the skinning forum. To make/edit skill, you need some slk files. I'm not going to bother saying which ones, because I don't think that they work in ver. 1.03 anyways.

Hope that helps some.
12-06-2002, 05:12 AM#3
DraX
At the time of this post, all of the skills in FMVH were taken directly from the game, nothing was modified. They are now, but it was just using things like the Neutral Unit abilities, stuff of that nature, to give the Vamps and Hunters different abilities. you'd be surprised what's in there if you look hard enough.

As for the waypoints... well... that's a secret ;-)
12-06-2002, 05:30 AM#4
Rifleman_alan
just make specific unit enters area or make custom units based on waygates! if thats what u mean..............!!!!!
12-06-2002, 05:52 AM#5
Electromancer
Heres a modified .slk file with the crit strike percentage modified to 25%. If you wanted it more or less, just say and ill change it.
01-04-2003, 01:03 AM#6
FM_TertiaryEye
I might have explained this before but probably not on this forum so here goes.

What you do is you create 2 triggers one to show the dialog, and another to handle it.

The showdialog trigger needs to set up a dialog and add a list of buttons for destination saving each button right after its added to an array of buttons waypointLocBtns[x] = GetLastCreatedDialogButton() or whatever.

Now one of the problems with the api is that when you click a dialog, you have no idea which player clicked it (unless you use superiki's dialog engine, run a search for it in this forum).

What i did was i just made it so that only one person could teleport at a time. You use a boolean variable named bTeleportPad Occupied or some such, you set it to true as soon as someone enters the pad and the dialog is brought up, and you set it to false whenever that person leaves.

when its set to true, the pad is locked and anyone trying to get in wont get the dialog and will get booted off of the pad.

Now a problem here is when a player quits or disconnects while on the pad (its real hard to quit with a dialog in front of you but they will do it, heh). So what you do is after 10 seconds of showing the dialog, you hide the dialog and boot the player off of the pad (and set bTeleportPad occupied to false again).

Now to handle the dialog you register a player clicks button on dialog whatever event. And you test each dialog button in your array to see if it was the dialog button chosen by the player. Then you have an index into an array of locations that you need.

Hope that helps

FM_TertiaryEye
01-04-2003, 02:15 AM#7
Byelobog
You can pop into the critical strike in abilitydata.slk using a spell editor, you will see there are 3 data fields for each level of critical strike.

Data field 11 is the chance of critical strike going off, data12 is the attack damage multiplier, and data13 is the damage bonus.

If you want to do say +50 damage each time the skill goes off, then change data13 to 50 and leave data12 at 1 for each level. If you wanted to do 6x damage at level 1 for example, then you would change the data12 to 6 and voila every time it goes off you do 6 times your regular damage.
01-04-2003, 08:52 AM#8
FM_TertiaryEye
Oh, like draco said, Waygates are the easiest, and they are also auto-pathed, which means that if you click somewhere, the game will use a waygate to get you to that location if using the gate is faster.

So thats a big bonus, or a hinderance depending on how you look at it.

FM_TertiaryEye