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Staredit Network -> UMS Assistance -> Help with Sequence triggers
Report, edit, etc...Posted by smasher25 on 2006-09-18 at 01:07:55
ok I'm trying to make an rpg sequence where a person completes a specific task, then they return to the city after beating the task, and I dont want the person they're talking to to say the same thing.

How can I make the president give them the mission, then when they return and try to talk to him again, make the president give them an award etc?
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-18 at 01:13:22
One option is to include a switch in your triggers. Basically your triggers would be divided into the sequence when the switch is cleared, and the sequence when the switch is set. When the switch is cleared have the president give them the mission, and when they complete it, set the switch, and have the president give them an award.
Report, edit, etc...Posted by Heegu on 2006-09-18 at 07:04:40
Or deathcounters.
Report, edit, etc...Posted by TheKeyToKilling on 2006-09-21 at 11:15:42
QUOTE(smasher25 @ Sep 18 2006, 12:07 AM)
ok I'm trying to make an rpg sequence where a person completes a specific task, then they return to the city after beating the task, and I dont want the person they're talking to to say the same thing.

How can I make the president give them the mission, then when they return and try to talk to him again, make the president give them an award etc?
[right][snapback]563054[/snapback][/right]


At the start when you want to give the first mission
Required things...
Actions: Set Switch 1 (Mission 1), Display Text Message (Mission Text)

Mission 1 Beat
Required things...
Actions: Clear Switch 1 (Mission 1)

Congrats for beating mission 1
Switch 1 (Mission 1) is cleared
Actions: Display Text Message (Congrats)

Set Mission 2
Switch 1 (Mission 1) is cleared, Other required things
Actions: Set Switch 2 (Mission 2), Display Text Message (Mission Text)

Excetra!

Congrats for beating mission and setting next mission can be combined together into 1 trigger if you really want to.
Report, edit, etc...Posted by qw3rty on 2006-09-21 at 18:33:11
Dont use switch, that wouldnt work. you would have to make a different switch for each person, and when its celar and they talk to them both before and after the quest, they would say the same thing.

use death counters. death counters are all set to 0 when the game starts. so:
Condition:
when current player brings 1 any unit to location 'quest talk'
deaths for current player is exactly 0 for (unused unit. any unit that cant be killed in game)
Action:
display text message 'king: hey go on this quest for me'
set deaths to 1 for that unit you picked
wait 2000 milliseconds or so.
preserve trig

say the person is stuck and goes back to talk to the guy before he finishes the quest
condition:
current player brings hero to location 'quest talk'
Action:
Display text message 'king: youre still not done. heres a hint'
wait 2000 milliseconds
preserve trig

the trigger to finnish the quest, or that part of the quest woudl be this
condition:
the quest is done
actions: set deaths to 2
preserve trig

then when the guy goes back, you do the same thing as before, but with deaths set to exactly 2.
you can end the quest there, or you can even have multiple part quests, by setting deaths to 3, 4, 5, and so on, before giving them the reward

Report, edit, etc...Posted by MoonlighTurtle on 2006-09-21 at 19:24:39
QUOTE(qw3rty @ Sep 21 2006, 05:32 PM)
Dont use switch, that wouldnt work. you would have to make a different switch for each person, and when its celar and they talk to them both before and after the quest, they would say the same thing.

use death counters. death counters are all set to 0 when the game starts. so:
Condition:
when current player brings 1 any unit to location 'quest talk'
deaths for current player is exactly 0 for (unused unit. any unit that cant be killed in game)
Action:
display text message 'king: hey go on this quest for me'
set deaths to 1 for that unit you picked
wait 2000 milliseconds or so.
preserve trig

say the person is stuck and goes back to talk to the guy before he finishes the quest
condition:
current player brings hero to location 'quest talk'
Action:
Display text message 'king: youre still not done. heres a hint'
wait 2000 milliseconds
preserve trig

the trigger to finnish the quest, or that part of the quest woudl be this
condition:
the quest is done
actions: set deaths to 2
preserve trig

then when the guy goes back, you do the same thing as before, but with deaths set to exactly 2.
you can end the quest there, or you can even have multiple part quests, by setting deaths to 3, 4, 5, and so on, before giving them the reward
[right][snapback]565541[/snapback][/right]


Yes, a death counter is superior if you don't want it to be universal for all players.
Report, edit, etc...Posted by Fwop_ on 2006-09-21 at 19:30:17
You want to avoid using waits qw3rty. You could end up getting wait blocks and that wouldn't be fun. You also don't need to preserve trigger if it will only be able to play one time in the whole map anyway.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-21 at 21:44:41
QUOTE(qw3rty @ Sep 21 2006, 04:32 PM)
say the person is stuck and goes back to talk to the guy before he finishes the quest
condition:
current player brings hero to location 'quest talk'
Deaths is exactly 1
Action:
Display text message 'king: youre still not done. heres a hint'
wait 2000 milliseconds
preserve trig
[right][snapback]565541[/snapback][/right]


just made a minor edition so the topic creator doesn't make the same mistake.
Report, edit, etc...Posted by smasher25 on 2006-09-23 at 02:47:58
QUOTE(qw3rty @ Sep 21 2006, 05:32 PM)
Dont use switch, that wouldnt work. you would have to make a different switch for each person, and when its celar and they talk to them both before and after the quest, they would say the same thing.

use death counters. death counters are all set to 0 when the game starts. so:
Condition:
when current player brings 1 any unit to location 'quest talk'
deaths for current player is exactly 0 for (unused unit. any unit that cant be killed in game)
Action:
display text message 'king: hey go on this quest for me'
set deaths to 1 for that unit you picked
wait 2000 milliseconds or so.
preserve trig

say the person is stuck and goes back to talk to the guy before he finishes the quest
condition:
current player brings hero to location 'quest talk'
Action:
Display text message 'king: youre still not done. heres a hint'
wait 2000 milliseconds
preserve trig

the trigger to finnish the quest, or that part of the quest woudl be this
condition:
the quest is done
actions: set deaths to 2
preserve trig

then when the guy goes back, you do the same thing as before, but with deaths set to exactly 2.
you can end the quest there, or you can even have multiple part quests, by setting deaths to 3, 4, 5, and so on, before giving them the reward
[right][snapback]565541[/snapback][/right]


Ok I know what you're starting up on, but er I still dont get that entirely, although it sounds lika good idea smile.gif
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