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Staredit Network -> UMS Assistance -> For those of you that have Halo2
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 05:42:56
yeah u know the multiplayer game 'Oddball' in halo?
yah i was thinking of making a sc map based on it. b4 i get into it can u guys confirm the core triggers for me and help me out? happy.gif

_________________________________


A:

Always

C:

Center Location 'Skull' on 'Oddball' At 'Anywhere'
Preserve Trigger
_____________________

A:

Current Player Brings Atleast 1 'Master Chief' (or watever) to 'Skull'
'Add Time' is Cleared

C:

Set 'Add Time'
Create 1 'Flag' at Location 'Has the Skull!'
Add 1 Deathcounter for Current Player
Preserve Trigger

_____________________

A:

Current Player Brings Exactly 0 'Master Chief' (or watever) to 'Skull'
Current Player Bring Exactly 0 Flags to 'Has the Skull!'
'Add Time' is Set

B:

Clear 'Add Time'

_______________________

A:

Current Player Has Suffered 260 Deathcounters

B:

Victory for Current Player
_________________________

A:

(For each player a Location will be Centered on them at all times and if they die and control a flag (oddball) at 'Has the Skull' it will Teleport and Given back to the
computer player )


__________________________


and it'll be like an insane battlefield with grenades and diff weapons and stuff, but uhm, can u guys clue me in if the triggers are wrong and if they are correct suggest a different method? Is my Concept Correct? Thanks, i really appreciate the assistance.
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 15:03:58
i've never played oddball but i think i understand what it is. Its sort of like capture the flag except theres only 1 flag and you hold onto it instead of taking it home to get points right?

QUOTE
A:

Current Player Brings Atleast 1 'Master Chief' (or watever) to 'Skull'
'Add Time' is Cleared

C:

Set 'Add Time'
Create 1 'Flag' at Location 'Has the Skull!'
Add 1 Deathcounter for Current Player
Preserve Trigger


you need a "remove oddball at location skull" trigger here

and i'm assuming that there is another trigger that adds 1 deathcount as long as the player has the oddball.

another problem you might have is the whole deathcount stuff.... how is any1 going to know if they're about to win or now. just make it a custom score thing and make a leaderboard.

and if you have hypertriggers... getting 260 points will take only like 10 seconds
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 15:41:39
well sort of but the point of capture the flag is to get it to ur base and score in this it's a FREE FOR ALL Deathmatch to gain 2:00 minutes with the ball
QUOTE
you need a "remove oddball at location skull" trigger here

????
QUOTE
and i'm assuming that there is another trigger that adds 1 deathcount as long as the player has the oddball.


Yeah its like the 2nd trigger, look at it, is it good? helpsmilie.gif

QUOTE
another problem you might have is the whole deathcount stuff.... how is any1 going to know if they're about to win or now. just make it a custom score thing and make a leaderboard.


uhm for the counter? is my trigger good or no?
and if you have hypertriggers... getting 260 points will take only like 10 seconds[quote]
yes theres a deathcounter trigger
for the timer, can someone suggest me a way to do that?
rofl can someone tell me how many deathcounters to equal the time of 2:00 minutes
helpsmilie.gif

Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 16:01:50
about the timmer thing what you could do is make a leaderboard like i said or if u wana make it all cool you could use the actualy timer.

maby this will work
__________________________

A:

Current Player Brings Atleast 1 'Master Chief' (or watever) to 'Skull'
'Add Time' is Cleared

C:

Set 'Add Time'
Create 1 'Flag' at Location 'Has the Skull!'
Add 1 Deathcounter for Current Player
Preserve Trigger
Set 'set time'
__________________________

A:

'set time' is set
current player brings atleast 1 flag to Has the Skull!

C:

subtract 1 deathcount for current player
set countdown timer add 1 second
preserve trigger
__________________________

A:
'set time' is set
current player brings atleast 1 flag to Has the Skull!
current player's deathscore is exactly 0

C:
clear 'set time'
preserve trigger

--
then when the player with the oddball dies you set another switch which we will just call 'died'
--

A:
'died' is set
current player brings atleast 1 flag to Has the Skull!
countdown timer is at least 1 seconds

C:
add 1 deathcount for current player
set countdown timer subtrace 1 second
preserve trigger
__________________________

A:
'died' is set
current player brings atleast 1 flag to Has the Skull!
countdown timer is exactly 0 seconds

C:
clear 'died'
clear 'add time'
__________________________

instead of adding points to the deathcount while they have the ball you instead add seconds to the countdown timer. The deathcount will just serve as a way to save that player's time while they dont have the ball.

QUOTE
A:

Current Player Brings Atleast 1 'Master Chief' (or watever) to 'Skull'
'Add Time' is Cleared

C:

Set 'Add Time'
Create 1 'Flag' at Location 'Has the Skull!'
Add 1 Deathcounter for Current Player
Preserve Trigger


if this is the trigger that adds points it wont work

you need something else like

A:

'add time' is set

c:

add 1 deathcound for current player
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 16:35:11
alright thx, just to clarify, when u 'CLEAR' a switch u want it to Stop Doing wat its doing? and when u 'SET" a Switch u want it to Kick into Action? confused.gif
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 17:12:39
yes usualy that is the case. But if u want to you can have it do something with its cleared and nothing when its set.... tongue.gif all switches start off as cleared though
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 20:19:23
thx RISHIN

ADDITION:
uhm i have another Q, when ppl die i want them to Respawn to a Certain Location(between 3 locations)(in 5 seconds) with no one in it (so no one spawn camps)

i beleive this would be the trigger

C:
Current Player Brings Exactly 0 Units to 'Battefield'
'Alive' is Set

A:
Set 'Dead'
Clear 'Alive'

C:
'Dead' is Set
Enemy Brings atleast 1 Unit to 'First Respawn Point'

A:
Set 'Dont Spawn at First Respawn Point'

C:

Enemy Brings Atleast 1 Unit to 2nd Respawn Point
'Dont Spawn at First Respawn Point is Set'

C:
Set 'Dont Spawn at 2nd Respawn Point'

'Dead' is Set
Enemy Brings Exactly 0 Units to 'Third Respawn Point'

A:
Clear 'Dead'
Set 'Alive'
Create 1 Marine at Third 'Respawn Point'
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 20:27:24
-.- i think you've gone a bit too crazy with the switches.

The alive and dead switchs arn't needed

C:

current player brings exactly 0 unit to battlefield
All players brings exactly 0 unit to 1st spawn

A:

Create 1 unit at 1st spawn for current player
preserve trigger

__________

C:

current player brings exactly 0 unit to battlefield
All players brings exactly 0 unit to 2nd spawn

A:

Create 1 unit at 2nd spawn for current player
preserve trigger
__________

C:

current player brings exactly 0 unit to battlefield
All players brings exactly 0 unit to 3rd spawn

A:

Create 1 unit at 3rd spawn for current player
preserve trigger
__________

your triggers should work but what i put is all you really need.
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 20:35:00
but wont it create like 1 unit per spawn? i want it to create just 1 unit, with the triggers u gave me it will make 1 unit per spawn pinch.gif
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 20:43:51
no, the triggers don't all fire at the same time. The first will fire if the conditions are true then the 2nd, then the 3rd. So if the 1st fires then that player will already have a unit making the conditions for the 2nd and 3rd triggers false.
Report, edit, etc...Posted by VizuaL on 2005-08-10 at 20:46:29
oh okay i got it rishin,and btw how many Deathcounters are for 2:00 minutes? huh.gif
Report, edit, etc...Posted by warhammer40000 on 2005-08-10 at 20:47:35
Try somewhere in the high thousands to BEGIN with, then just keep testing it out.
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 20:54:21
well... i made a map a while ago where it adds 1 constantly to use score. So i loaded that up and it was about 10 points every second (very acurate eh? cool1.gif) so try 1200
Report, edit, etc...Posted by VizuaL on 2005-08-11 at 00:23:47
k thx

ADDITION:
r these triggers good for Centering locations between diff units?
In the game u get to choose weapons placed thruout the battlefield *u pick em up*

C:

Current Player Brings Atleast 1 (smg) to Battlefield
Current Player Brings Exactly 0 (sniper) to Battlefield
Current Player Brings Exactly 0 (Pistol) to Battlefield
ETC for all the Weapons.....

A:

Center Location Labed 'P1' on (smg) for Current Player
Preserve Trigger

______________

C:

Current Player Brings Exactly 0 (smg) to Battlefield
Current Player Brings Atleast 1 (sniper) to Battlefield
Current Player Brings Exactly 0 (Pistol) to Battlefield
ETC for all the Weapons...

A:

Center Location Labeled 'P1' on (smg) for Current Player
Preserve Trigger

-------------------------------

NOTE : i meant to put 'Player 1' in place of 'Current Player' biggrin.gif
Report, edit, etc...Posted by RiShiN.rK on 2005-08-11 at 00:56:11
do you really need all of those bring 0 to locations? the players will only have 1 unit right? But ya that would work
Report, edit, etc...Posted by VizuaL on 2005-08-11 at 01:10:56
lol k thanks,

QUOTE
do you really need all of those bring 0 to locations? the players will only have 1 unit right? But ya that would work


well u see ppl can switch there weapons
Report, edit, etc...Posted by RiShiN.rK on 2005-08-11 at 10:59:43
but they will still only have 1 unit at all times
Report, edit, etc...Posted by VizuaL on 2005-08-11 at 19:33:09
yep well i did all the triggesr u displayed above, im going to start beta testing, if i have any problems that me and hamma cant figure out ill ask here biggrin.gif thx rishin
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