Ok, you ever play a RPG when u accidentaly "enter" a building or set off some kind of trigger like talk to someone? Ever piss you off?
well i propose u make a trigger so like u have a drop ship hot keyed somewhere, and everytime u unload the unit in there, it sets a switch "Action" and then like if u have a unit in a location following your character you will talk to them...or if a building is in your location "enter" you could even have multiple "Actions" like Talk or Enter...i've used this once before in a map, but i never finished that map and it kinda died on me...i thought it was pretty cool however.
Yea, I did this too in an old map. I made it by detecting when a defiler burrowed and then unburrowing it. I thought it was very neat.
QUOTE(Oo.TemPesT.oO @ Feb 28 2006, 03:52 PM)
i've used this once before in a map, but i never finished that map and it kinda died on me...i thought it was pretty cool however.
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Ditto.
The only problem is, with some maps, the action doesnt happen in a 'box' and running into a building can help, but with ur idea, it will take some time to get into the building.
Nice Idea. I just don't like it. Plz don't say anything about my opinion.
QUOTE(A_of_s_t @ Feb 28 2006, 07:12 PM)
The only problem is, with some maps, the action doesnt happen in a 'box' and running into a building can help, but with ur idea, it will take some time to get into the building.
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You can just turn the Action Button into an Action Toggle Switch.
I've done this before, using dropship menu, where you had unload unit and be next Eg; Building, location, cave to enter. Can be somewhat useful and somewhat annoying always unload unit or if ya real lazy just use a reaver n build a scarab. But i guess somepeople like this way and some dont.
\\Moogle
I remember a trigger in Generals Beta that moved you to a "control panel" of sorts when you pressed F7 or someting like that. You could use that trigger for the "action button"
E-Enter/Exit
I-Interact
I understood no word of the OP. Proper english please.
QUOTE(A_of_s_t @ Mar 4 2006, 09:03 PM)
Do you mean PO?
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No. OP = Original Post.
I just realized, he said
QUOTE
well i propose u make a trigger so like u have a drop ship hot keyed somewhere...
WHY SHOULD WE DO ANYTHING FOR U!!!
can you rephrase what he said? I dont understand how hotkeying a dropship does anything.
EDIT: Nvm, after reading over it again, i see. He made such a simple system into 6 lines of confusing english. lol
Yeah:
He means:
Can you guys give me, a lazy bum, how to create the triggers for the hot key dropship method that is in the tutorials, so, that when I unload a unit, it activates a switch that either has me enter a building or has me talk to someone and such...
I am very tired, so I think I didn't clear up anything.
Use the burrowing defiler method that I stated. It works a lot better because all you do is hotkey and then press 'u' and it works. Follow the burrow detection tutorial and then when its burrowed set a switch, wait about 300 ms, clear the switch, and order the unit to move to a location that is directly over him so that it unburrows. Then in your conditions for triggers activated by the action thing, just add 'Switch is set'.
actually ordering defiler is not as helpful. You should remover it and recreate it. That way it is no longer selected.
Many People do this, On my map im working on Surviving the Islands ( yes im still working on it ) it has this.
QUOTE(Kept_Wheat @ Mar 10 2006, 10:55 PM)
actually ordering defiler is not as helpful. You should remover it and recreate it. That way it is no longer selected.
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You would then have to reassign the hotkey, which is more annoying then it being selected.
QUOTE(Kept_Wheat @ Mar 11 2006, 01:55 AM)
actually ordering defiler is not as helpful. You should remover it and recreate it. That way it is no longer selected.
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Yea, I don't see what that would do except make it really annoying to have to hotkey the defiler everytime you use the action. Ordering the defiler to move it to a location right over him makes the defiler unburrow.
Instead of a defiler, or any zerg unit you could use a seige tank. You can do this without having to replace the tank each time (which would be annoying for the player) using switches.
It would look like this:
Trigger |
Players: |
¤ Player X |
Conditions: |
¤ Player X Brings one Tank (S mode) to "action button"
|
¤ "Switch X" is cleared |
Actions: |
¤ Set "switch X"
|
¤ set "action button enabled"
|
¤ Wait X ms (Optional)
|
¤ Clear "Action button enabled"
|
¤ Preserve Trigger |
Trigger |
Players: |
¤ Player X |
Conditions: |
¤ Player X Brings one Tank (t mode) to "action button"
|
¤ "Switch X" is set |
Actions: |
¤ Clear "switch X"
|
¤ set "action button enabled"
|
¤ Wait X ms (Optional)
|
¤ Clear "Action button enabled"
|
¤ Preserve Trigger |
Then, for each thing that you use the button for, simply add '"action button enabled" is set' to the condition.
Wow dude I just had the best idea using that tank system.. a shooter type game where reloading would require you to do that lol.
Yeah I forgot about hotkey thing. Tank would be best for this then because you dont have to detect burrowing. And its unselected but keeps kotkey. Wait is it unselected?
Oh and couldnt you just clear the action button enabled when you do the action? Also if you did it your way that wait wouldnt be optional.
Well, if there is no wait, it will only be on for a very small instant, long enough for the trigger to take place. This would be useful for say, a building to enter. You could have him move into the building on the location that lets you leave the building, rather than wasting extra locations.
Also, I just realized, you could screw all the switches and use it as a toggle switch (seige=on tank=off) but it's up to you, whatever you want to do.
Add: And no, the tank remains selected, but it doesn't matter, just hotkey your hero.
Oh Well
. I figure to screw switches and use deathcounts so you dont need a seperate switch for each player using the system. And no that wait is required in order for anything to run otherwise it would set it and clear it right away before running the next trigger. But yeah its better to clear it in same trigger as to not waste map space.
QUOTE(Kept_Wheat @ Mar 21 2006, 09:39 PM)
And no that wait is required in order for anything to run otherwise it would set it and clear it right away before running the next trigger.[right][snapback]450256[/snapback][/right]
Really? Hm... I might have to test that.