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Staredit Network -> UMS Assistance -> Campaign Help
Report, edit, etc...Posted by EnsnareX on 2005-11-03 at 07:02:33
I am not understanding the Triggers situation...

When I have a Campaign or Mission and the objective is to destroy all enemy bases then what would the Condition be? I know that once the user has destroyed all enemy bases that the Action would be Victory but which Condition do I use? Command, Always, Never - None of the Conditions seem right for a Mission Objective of "Destroy all Enemy Bases."

When I am making a Mission Briefing and two people are talking, the first persons message will flash and then the second person will begin talking. Flash so quickly that you cant even read any of it. I know you are supposed to use the Wait option but it doesnt do anything. It made no effect, the first person that spoke managed to say a little bit and then after four or five words the second person began speaking. How do I make it so that after one person has finished speaking, the next person will?

How do I link two scenarios together. I know there is an option that allows you to proceed to a second Scenario after you have completed the first Mission. I know the Action but what Condition do I use. Basically I never know which Condition to set for Victory after defeating the other team and which Condition to set to link one mission to another.

Thanks.
Report, edit, etc...Posted by Kumano on 2005-11-03 at 07:50:33
For the briefing, all I can think of at the moment is you think the wait is in seconds and not milleseconds, or you just might not be making it wait long enough at all.

To make it go to next mission, you could put it in the same trigger as the victory trigger, or if you wanted them to still be able to go to the next mission even if they just cheated, you could use Always.

For the Victory trigger, it should probably just use

Trigger
Conditions:
¤ Whatever player (the enemy player) commands exactly 0 buildings
Actions:
¤ Victory

Report, edit, etc...Posted by KABOOM on 2005-11-03 at 14:31:12
Ok well um for your first question just use the same condition you used for the victory and change it to defeat.

Second thing it depends how long u put the wait make. Hint 1000 milis = 1 sec

and last instead of having victory as a trigger use the same condition you'd use for it and change action to load scenario
Report, edit, etc...Posted by EnsnareX on 2005-11-03 at 18:22:58
Thanks.

For some reason when I use Set Next Scenario or Victory, once I have destroyed the enemy bases the game continues. I killed every single unit and nothing happened. Something went wrong?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-03 at 18:57:14
First off, set next scenario only works on single player mode. Not on battle.net. So don't use it. Secondly, you need to have the trigger that has victory for (most likely) all players. THEN you should say as a condition. Current Player has 0 enemies. And you should have a seperate trigger that says If current Player commmands 0 buildings then end scenario in defeat for current player.
Report, edit, etc...Posted by Kumano on 2005-11-03 at 21:33:33
Ok, if it were a 1v1 map, it would be like this:

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 2 commands exactly 0 buildings.
Actions:
¤ Victory


With more players you can just add the other players for the conditions.
Report, edit, etc...Posted by www.com.au on 2005-11-03 at 21:49:24
Nah you can do it easier than that still.

Players: Player X
Condition: Foes Command Exactly 0 Building
Action: Victory


Then for defeat:

Players: Player X
Condition: Current Player Command Exactly 0 Building
Action: Defeat


If the Human Players are in a team, you can use the team as 'Player X'

And also, even if you are playing Single player for 'Load next scenario' Remember it has to be the right file path and the player does have to have the map.

BTW, did you fix up the mission breifing?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-03 at 22:21:12
Thats what i said can't you read?
Report, edit, etc...Posted by EnsnareX on 2005-11-04 at 04:08:27
Thanks, I gotcha now.

For the Mission Briefings, do I put Wait for say two thousand miliseconds or something or if the first speech is going for eighty thousand milliseconds then I put eighty two thousand miliseconds (2 seconds after the first speaker)

Also does it make a differance whether or not I put Wait in the same group as the other briefing actions or do I create a 'New...' one and use it as a divider.
Report, edit, etc...Posted by Kumano on 2005-11-04 at 05:33:34
I dislike using 'Foes' since in the case of multiplayer you could just ally them and win.
Report, edit, etc...Posted by EnsnareX on 2005-11-04 at 06:12:16
Sorry for all of the questions. I have figured the Mission Briefing query out.

How do I create one of those missions where you have to get from Location A to Location B and have Kerrigan (For example) survive. One of those installation ones. What trigger do I use? It does not require structures I dont believe.
Report, edit, etc...Posted by LegacyWeapon on 2005-11-04 at 16:54:49
It shouldn't require any triggers. It really depends on what effects and stuff you want in the map.
Report, edit, etc...Posted by Kumano on 2005-11-04 at 17:55:33
Player 1 brings at least 1 Kerrigan to Location B:
Victory

Player 1 has at least 1 death of Kerrigan:
Defeat
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-04 at 20:22:24
QUOTE(Kumano @ Nov 4 2005, 02:33 AM)
I dislike using 'Foes' since in the case of multiplayer you could just ally them and win.
[right][snapback]347930[/snapback][/right]

Yes but this is how it is in melee mode i thought it was what you were asking for.
Report, edit, etc...Posted by Kumano on 2005-11-04 at 20:42:34
Actually, melee is Non Allied Victory Players.
Report, edit, etc...Posted by EnsnareX on 2005-11-04 at 23:30:34
For an instillation map, I set specific spots for my enemies to stand at. It still says I need a starting location. What do I do? I just want to place say zerglings and hydralisks across the map and keep them in their position that I put them. Its no mining or anything. They just stand in specific places like in the missions of the official Starcraft campaign. Can I abort using the starrt location? Will it effect where I put specific monsters?

Also I won't need AI scripts, will I? I can just keep them in specific places without using the script.
Report, edit, etc...Posted by Kumano on 2005-11-05 at 07:11:46
The start location does nothing in installation, unless they are players. Players it's just where they start off looking.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-05 at 12:44:26
A start location is used for where the players screen will start. It has nothing to do with where your units start. Also, if you play your map in melee mode then it will create a town hall and 4 workers there. But when playing in UMS mode, start locations just decide where the SCREEN starts. You cannot save the game if you have units without a start location for a certain player. Starforge and SCMDraft 2 do save it, but you can't play it.
Report, edit, etc...Posted by LegacyWeapon on 2005-11-05 at 20:43:52
But in UMS if you have the players on a "User Selectable Race" then the SC engine will automatically spawn the town hall and the 4 starting workers.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-05 at 20:55:14
i meant.Isn't that what i said? Well thats what I meant.

EDIT:
Oh i see what you meant. in UMS they do if its user selectable, yes i meant to add that pinch.gif
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