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Campaign Trigger Tips? Anyone?

07-02-2004, 04:12 PM#1
Kardea
I'm new to the forums, so first off, "Hi." Other than that, I have a question? Does anyone have tips they can give me concerning triggers in campaigns? I have just started creation of a campaign that I hope you all will enjoy (I plan on formally announcing it soon), but I need help with the starting triggers (i.e. hero carryover, starting time of day, starting resources, etc., etc., etc.). I have created bundles and bundles of melee maps and custom units in my time, but I've never really had to utilize the trigger editor. I'd appreciate any help that anyone is willing to give. (Heck, if you'd like to help out with the project itself, I'd be willing to talk). Thanks.
07-02-2004, 05:06 PM#2
GaDDeN
No offence intended, but... If your not very good at the trigger editor, you shouldnt begin with something as big as a campaign. My tip would be just to mess around creating mini-maps with simple triggers to try everything out. Once your figured all u need to start, you can begin your campaign. Maybe i misunderstood you, i red it as you had never used the trigger editor before.

Its just my opinion; if you wanna start off with a campaign its ok for me. But really, if you are not sure of how to do stuff like starting resources and time of day, you should really read tutorials or practice alittle before.

edit: And to answer the question itself: Those things you listed are basic triggers, for example "Game - set time of day" and "player - add property". And remember to delete the default melee triggers.

Ah and welcome to the forums:D
07-02-2004, 05:51 PM#3
linkmaster23
Campaigns are REALLY easy. So it's perfectly fine for him to start with it. Who cares if he's not good with triggers... were you always? No. Did people say stuff like
Quote:
Originally Posted by you
your not very good at the trigger editor

Didn't think so. If they did, they should be kicked in the head.

ON topic.

A good tip is to set your goal on something you want to accomplish, then try to figure it out. If you can't, use these forums. That's what they are here for. And...

Welcome to Warcraft 3 Campaigns! Forum: Trigger Haven... er... *closes brochure*
07-02-2004, 06:33 PM#4
Emekun
I suggest getting familliar with the Cinematic and Camera triggers, as cinematics are a vital part of creating campaigns, at least in my opinion.
07-02-2004, 11:02 PM#5
ForgottenLight
As for structure, you should base everything on the Quests, have the quest triggers run everything. I made a campaign base on the cinimatic triggers, and it didn't work too well.(I deleted it some time ago). I good pattern for a campaign file is, IntroCinimaticMap, the prologue playable map, then another "Interlude"(Cinimatic Map) then two playables, one cinimatic-only, two playables, one cinimatic-only. You get it, untill the final. Another thing, campaigns take TIME, you must account for every possibility in your quest triggers, so that something doesn't happen so the player is stuck. For example, they kill a pivitol boss monster, before the quest to kill that unit is discovered, then the boss doens't respawn, and the player can never complete that quest and has to start the map over. Don't let that happen, that is the golden rule. (by the way, it's hard, even the blizzard campaign had this problem in one of their maps in the RoC Sentinel campaign)