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Staredit Network -> UMS Assistance -> Heaaalp ( Hard Toppic , Advanced Only :p )
Report, edit, etc...Posted by melkor191 on 2004-05-13 at 13:40:10
Ok , Im Working on an epic 6 part rpg , i wont give to much info because it might take another year or so to finish but it will be finished since i already have put about a year into it . Anyway , 2 of the 6 parts are rpg's and i decided i want a turn based combat system like in fate & destiny rpg and i've been trying to make those trigs for about a month now and i've tried over 50 ways of doing it without success , can anyone help me , pleaaaaase? id put you name in the special thanks list
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-13 at 14:11:38
ill help just tell me what u need and ill help.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-13 at 14:16:04
If you can give me more information on what you want to do, without just naming another RPG i can help you more, as well as others. Thanks
Report, edit, etc...Posted by melkor191 on 2004-05-13 at 14:30:08
okey dokey , in this theres a location that follows player 2's unit which is called party , if player 8 brings units to it , it teleports the ennemy to the battlefield and creates a battle menu dude for the good guys , they then chose to attack , run , use a spell and item or rest , then they use it with s-pecific timelimit with invinicibilty , then after the time limit , they lose invinc and ennemies get it then its there turn to attack for time limit with invinc , then good guys chose again , rinse repeat , but i cant get it to work , the cycle flugs and the options wont w ork etc... if anyone can figure out how to make those triggers PLEASE tell me.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-13 at 14:33:24
well one thing u can do if u arent already...dont make triggers for forces..make for specific ppl..and second dont use invinciblty.put them in boxes.then once an obsever goes over that box its there turn,and a civ is made at the commands.
Report, edit, etc...Posted by melkor191 on 2004-05-13 at 14:39:09
tried that , the problem is they all fight at once so the cycles would mix up and censored.gif the game up causing alot of trouble , and the thing i s , say someone attack , there untis are teleported to battle field fro mthe storing area and there invinc , wait say 20 seconds of that then evil gts 20 seconds with invinc , same thing with spells but special units and such so i dont get how the obs thingy works , if you wanna try to decript it i have an unlockled V. of f&d rpg , ive already tried but there are about 500 triggers in it so i got lost lol helpsmilie.gif
Report, edit, etc...Posted by Pinecone on 2004-05-13 at 20:40:26
Before Yoshi comes here to explain in full detail, l will explain how it works.
When you touch and enemy, there a switch. You will have 1 switch called 'Battle Set' or whatever. That switch is set in actions. When that switch is set, you send all the units into a choosing area, where you choose your spell or attack. The moment this switch is set, you create a timer for the team to attack.
When you attack, you simply send the unit to the arena [Invincible] and you attack. Same with the spells. When the timer has finished, you send all units from team, regardless of them choosing or fighting into the arena vincible. The enemy [Now invincible] will attack your team until time is up. Then, you go back to step 1 [Humans fight again] with another timer set until they lose, or the enemy losses. Either way, when you finish the battle, you clear the battle switch.
Report, edit, etc...Posted by .Coko[CK] on 2004-05-14 at 06:25:09
Maybe also have blocks around them to keep them from running away trying to envade the attack.
Report, edit, etc...Posted by melkor191 on 2004-05-14 at 07:51:09
Lmao , that i knew but easier said then done , i tried this making a seperate trigger for the cycle only
and i tried trigger set for all in 1 peice
also tried doing it with actions as cycle

thing is i can get the cycle to work well and fuse with the "chosing" part so if any1 wants to help and has an aim or msn messenger , it would be best because i need alot of help
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-14 at 19:54:42
I feel like this is one of those things, where if i intend to help you i would have to write the intire system out. Im sure i could do it if i tried. If you wish go ahead and AIM me @ neal64
Report, edit, etc...Posted by melkor191 on 2004-05-15 at 13:03:14
Yah telling me the hole system wud be nice tongue.gif tried to get u on aim but u werent on or didint add me happy.gif , plz add melkor191 thx man
Report, edit, etc...Posted by .Coko[CK] on 2004-05-15 at 14:12:30
He wasn't on then, since normally he would reply to you almost instantly. He is a busy chap!
Report, edit, etc...Posted by melkor191 on 2004-05-15 at 14:20:31
heh got ne ideas when he be bak o aimz0r?
i keep playing f&d and it mocks me lol
Report, edit, etc...Posted by .Coko[CK] on 2004-05-15 at 17:25:51
Can you give me an attachment of this f&d?
Report, edit, etc...Posted by melkor191 on 2004-05-15 at 17:50:41
locked or unlocked?
Report, edit, etc...Posted by .Coko[CK] on 2004-05-15 at 18:30:33
oh its not too important which, its hard to tell, just try unlocked so i can see its triggers, and compare to how it works in game play.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-16 at 02:55:14
Ok im tired of looking over this (it's late). I wrote half of this then returned to it 4 hours later. And there are alot of aspects so I expect something will go wrong I haven't tested this.

Anyways here it is<hr>
Force 1
Con:
-Player 8 brings at least one unit to “hero”
-Switch “battle” is clear
Actions:
-Display text, centerscreen, wav.
-Create 1 Civ for current player @ ‘menu area’
-Set Countdown timer to 20 seconds
-wait 0
-Move all unit owned by player 8 at ‘hero’ to ‘out zone’
-Set Switch Battle
-Preserve Trigger

Force 1
Con:
-Current player brings at least civ to Choice 1
-Count Down timer is at least 1 second
Actions:
-Set deaths for “option” owned by current player to 1
-Preserve Trigger
[[Each option will set the death counter to a different value, The The player can change there mind with this trigger.]]

Force1
Con:
-Switch Battle is set
-Round is clear.
-Count down timmer is at most 0 seconds
-Force 1 brings at least one civ to ‘menu area’
Actions:
-Remove all Civ for current player at ‘menu area’
-wait 0
-Set Switch ‘round’
-set countdownt timmer to 20 seconds
-Preserve Trigger

Force 1
Con:
-Round is set
-Turn is set
-player 8 brings at least 1 men to location ‘battle feild’
-countdown timer is at most 0 seconds
Actions:
-Create 1 Civ for current player @ ‘menu area’
-Set Countdown timer to 20 seconds
-wait 0
-Clear Switch Turn
-Clear Switch Round
-Preserve Trigger

Force 1
Con:
-Current player suffers exactly 1 death of “option” (1 death represents attack)
-Switch Turn is clear
-Switch round is set
Actions:
-Move all men at ‘out battle’ to ‘battle field’ for current player
-set deaths of ‘option’ for current player to 0
-preserve trigger
[[you would need a trigger like this for each option you choice. Spells, Items, Attack, whatever]]

Player 8 (comp)
Con:
-Current player brings at least 1 zergling to ‘out zone’
Actions:
-Create 3 Zerglings for current player @ ‘battle field’
-enable invincablity for all men owned by current player at ‘battle field’
-Remove all zergling at “out zone’ for current player
-Preserve Trigger
[[a different trigger would be needed for every type of unit to replace each unit]]

Player 8
Con:
-Switch round is set
-Switch ‘turn’ is clear (humans attack)
Actions:
-disable invincablity for all men owned by player 8 at battle field
-enable invincablty for all men owned by force 1 at ‘out battle’
-preserve trigger

Player 8
Con:
-Switch round is set
-Switch ‘turn’ is set (Computer attacks)
Actions:
-enable invincablity for all men owned by player 8 at battle field
-disable invincablty for all men owned by force 1 at ‘out battle’
-Move all men owned by ‘force 1’ at ‘out battle’ to ‘battle field’
-preserve trigger

Player 8
Con:
-Round is set
-Turn is clear
-player 8 brings at least 1 men to location ‘battle feild’
-countdown timer is at most 0 seconds
Actions:
-Set Switch ‘Turn’
-Set deaths for “Option” owned by force 1 to 0
-Preserve Trigger

Player 8
Con:
-Player 8 brings exactly 0 men to location 'battle feild'
-Battle is set
Acitons:
-Clear switch Battle
-Clear switch round
-Clear switch turn
-Move all men owned by force 1 at 'battle feild' to 'out battle'
-Preserve trigger
<hr>
Notes:
-Switch "Battle": Prevents units walking around on the main feild from passing over the hero location and setting off another battle.
-Switch "round": indicates when a battle is in progress
-Switch "turn": A toggled switch when it is clear it is humans turn when it is set it is computers turn.
-Deaths "Option": A varable that controls what the player wants to do during his turn.
-The triggers are not exactly arranged in logical order. But there in the order that they should appear in the editor. I grouped them with Force 1 then Player 8 so I could reveiw them as the game will read them.

Hope this helps (tell me what went wrong)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-05-16 at 17:24:51
Hey melkor191 I got your map working now. I had to change a few things from the way the triggers are above. And i deleted your gas triggers. I would attach it but i don't know if your paranoid about that or not.
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