Theres gotta be an easier way to do this.....
This is what i have right now
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Deaths is 0 for mission
Deaths is 0 for objective
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Add deaths for text
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Deaths is 0 for mission
Deaths is 0 for objective
Deaths is 56 for text
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display texx
t---------------
Deaths is 0 for mission
Deaths is 0 for objective
Deaths is 100 for text
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display texxt (reapeat till dialouge is done)
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Deaths is 0 for mission
Deaths is 0 for objective
Deaths is 150 for text
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set deaths for text to 0
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Player brings guy to objective
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add death to objective
set next objective...
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Deaths is 0 for mission
Deaths is 5 for objective
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add death to mission
my way takes like 20 trigs for one mission as you can see. is there a better way?
And the player has hypertriggesr so i guess i cant use the wait thing for dialogue..
If you dont get what i said.
I need to make cutscenes without the use of waits ,easily and an objective system.
I'm kind of confused, but from what I think your trying to do why not have it so when you reach the beginning of a cut scene set a player's minerals to X
Then in a seperate trigger create the cut scene and have the condition be accumate X minerals
hope it helped
nope, thats what im trying to avoid.
Because adding counters, i will have to make a seperate trigger for every display text.
It looks as simplified as you can get.
Like i said before, JUST USE THE FRIGGIN WAITS! If you don't use them it's just a waste of waits...if you got waits somewhere else, I'm pretty sure it will require less triggers to use death counters for THAT then having them for a cutscene!
the only wiats i have are hyper triggers
and after some testing i've found that triggers with waits dont work
Put hyper triggers on players without the waits...don't know how many topics I've written that in.