Staredit Network

Staredit Network -> UMS Assistance -> yes no options in rpgs
Report, edit, etc...Posted by qw3rty on 2006-09-19 at 05:57:42
I want to know how to do this.
In RPGs, when you go in a building, such as the inn or the upgrade place, they often say something like, 'this costs 50 coins?' and then with a terran civilian you go on a yes or a no beacon depending on if you want to heal or not.
The thing I dont know how to do is, that when you enter different buildings and they ask you different questions, they seem to be using the same yes or no beacons.
Is it that im blind and they are all different sets of beacons. or are they really using the same 2 beacons for every yes or no desicion?

Thanks
Report, edit, etc...Posted by JaFF on 2006-09-19 at 06:20:42
If all buildings that have a Yes/No function have no interior, you just stand in a small room with two beacons... then you can have only one room with beacons for all buildings. The only problem of this is two different player entering different buildings will end up in one room, and that's not realistic...
Report, edit, etc...Posted by Lord_Jeremy on 2006-09-19 at 07:07:51
Essentially, what is being done is that depending on which switch is set (IE "InHealerHome" or "InTownHall"), the triggers for those two beacons act differently. Example triggers:

Conditions:
-Current player brings at least one men to "Healer"
Actions:
-Set switch "AtHealer"
-Display text "Heal for 50 ore?"
-Center view for current player at "ChoiceArea"

Conditions:
-Current player brings at least one men to "TownHall"
Actions:
-Set switch "AtTownHall"
-Display text "Accept quest?"
-Center view for current player at "ChoiceArea"

Those two would set up places for the hero to enter. The next two would set up Yes choices and carry out the resulting actions. You would need two more to signify the No choice.

Conditions:
-Current player brings at least one Terran Civilian to "Yes"
-Switch "AtTownHall" is set
Actions:
-Clear switch "AtTownHall"
-Do Stuff

Conditions:
-Current player brings at least one Terran Civilian to "Yes"
-Switch "AtHealer" is set
Actions:
-Clear switch "AtHealer"
-Do Stuff
Report, edit, etc...Posted by Storm_Templar on 2006-09-19 at 09:53:59
I find switches confusing cry.gif so i do a differnt type mayb this can help too.

this way consists of more locations but u can repeat it for every inn...

Conditions:

Curent player bring atleast 1 (any unit) to "Enter Inn"

Actions:

Create 1 Civilian at "yes/no"
Create 1 Marine for current player at "Inn 1 area"
Display Text: Would you like to heal? (50 Gold)
Center view at "yes/no"
move one Hero to "In Inn"

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

Conditions:

Current play bring atleast 1 civilian to "yes"
Current player bring atleast 1 marine to "Inn 1 area"

Actions:

Move 1 hero at "In Inn" to "Exit Inn"
Set Hitpoints for current player to 100%
Subtract 50 minerals
Remove 1 marine for current player at "Inn 1 area"
Center view at "Exit Inn"
Report, edit, etc...Posted by LethaL on 2006-09-19 at 16:34:20
Storm_Templar: That's essencially the same thing, the marine at the location is the set 'switch' which clears when it's not there. Switches are better for such situatians because now you have a marine running around your buildings. Oh no!

(Death counters work as well, and are more versatile for sets of questions)
Report, edit, etc...Posted by Storm_Templar on 2006-09-19 at 20:35:04
well actually i put the location that the marine is in in a small closed space at the bottom of the map or even just a plain spider mine or crystal. but i get where u say its the same as switches... i just dont like switches cuz they usually work when i use em disgust.gif
Report, edit, etc...Posted by Heimdal on 2006-09-19 at 21:43:22
These are all decent methods, but they have pretty significant downsides. Some of the problems with switches include that they can't "belong" to a player (resulting in lots of trigger duplication), and you have no way to guarantee that only one will be set at a time. The thing with units in locations is that it takes up space on the map, and uses up locations.

For this reason, you should use death counts. Reserve deaths of one unit (you can pick an unused one), and let that be the "building" the player will return to. Then you need to assign a number for each building, say if the death count is 1, you'll go back to the inn, but if it's 2, you'll go back to the store. Then, you have this:

current player brings one men to "inn"
set deaths of "return loc" for current player to 1
move men for current player from "inn" to "decision area"

current player brings one men to "store"
set deaths of "return loc" for current player to 2
move men for current player from "inn" to "decision area"

current player brings one men to "yes" (or "no")
current player has suffered 1 death of "return loc"
move men for current player from "decision area" to "inn"

current player brings one men to "yes" (or "no")
current player has suffered 2 death of "return loc"
move men for current player from "decision area" to "store"

The advantage of this method is that you don't need to copy-paste triggers for each player, you can just use "current player" in all the triggers and make it belong to everyone.

Another thing you could do is use one unit as your return marker. When you enter a building, create the return marker unit for the current player at the building entrance. Needless to say, this should be a unit that the player can't move by themselves (powerups, etc). When the player is done in the store, just center a location on the return marker, remove it, and move their hero unit back to that location. The cool things about this method are that it only requires one trigger for each building (as opposed to two as above).
Report, edit, etc...Posted by Beardo on 2006-09-20 at 01:14:13
QUOTE(Heimdal @ Sep 19 2006, 05:42 PM)
These are all decent methods, but they have pretty significant downsides.  Some of the problems with switches include that they can't "belong" to a player (resulting in lots of trigger duplication), and you have no way to guarantee that only one will be set at a time.  The thing with units in locations is that it takes up space on the map, and uses up locations.

For this reason, you should use death counts.  Reserve deaths of one unit (you can pick an unused one), and let that be the "building" the player will return to.  Then you need to assign a number for each building, say if the death count is 1, you'll go back to the inn, but if it's 2, you'll go back to the store.  Then, you have this:

current player brings one men to "inn"
set deaths of "return loc" for current player to 1
move men for current player from "inn" to "decision area"

current player brings one men to "store"
set deaths of "return loc" for current player to 2
move men for current player from "inn" to "decision area"

current player brings one men to "yes" (or "no")
current player has suffered 1 death of "return loc"
move men for current player from "decision area" to "inn"

current player brings one men to "yes" (or "no")
current player has suffered 2 death of "return loc"
move men for current player from "decision area" to "store"

The advantage of this method is that you don't need to copy-paste triggers for each player, you can just use "current player" in all the triggers and make it belong to everyone.

Another thing you could do is use one unit as your return marker.  When you enter a building, create the return marker unit for the current player at the building entrance.  Needless to say, this should be a unit that the player can't move by themselves (powerups, etc).  When the player is done in the store, just center a location on the return marker, remove it, and move their hero unit back to that location.  The cool things about this method are that it only requires one trigger for each building (as opposed to two as above).
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Same method I use (With the DCs)

If youre going the DC route, it's helpful to write all of them down on a .txt file.

I.E

/Dialogue/Building ID #: Cocoon/

#1: Hero selection
#2: Inn
#3: Etc

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