Hey I wanted to know a few things. 1. If you set more than one conditions for a trigger, the trigger will not work unless all of them have been done?? 2. The Difficulty Level trigger uses 0 for easy, 1 for moderate, 2 for hard and 3 for titan?? 3. Id like to know how do i make a charactert has lives?? i mean, i dont kno, using the fake counter set text trigger telling the player he/she has 3 lives. When a specific unit dies, he/she loses one live, and when he/she loses the last live he/she loses the game. How do i do that?? thats all 4 now, thnx
[This message has been edited by jameskattz (edited 07-02-2008 @ 09:46 PM).]
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Replies:
ninjapenguin981 Mortal
(id: ninjapenguin)
posted 02 July 2008 04:50 PM
EDT (US)
1 / 7
Please use the Question Thread.
1. Yes, unless you check the 'or' checkbox.
2. I think so.
ninjapenguin981 I AM THE ALMIGHTY ETERNAL LOSER SISSY BOY
fattythefat Mortal
posted 02 July 2008 09:17 PM
EDT (US)
2 / 7
Just for future posts, it's much easier on the eyes when you format the questions like so:
1. 2. 3. ...
1. also the 'not' box which would cause the effect(s) to go when all the conditions aren't met. 2. I really have no idea. I've never actually seen that trigger :P 3. In order to give players lives you would have to use quest vars, or a trigger for each life which fires the next life. If you are just starting with triggers then quest vars are a bit complicated until you figure them out. (They are basically variables that can be used for counting, point systems etc.)
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Forbiddian Mortal
posted 02 July 2008 11:06 PM
EDT (US)
3 / 7
NOT for multiple conditions is weird. If you want the trigger to fire only when none of the conditions is met, then you have to check NOT *and* OR.
Example:
Trigger Active Conditions: A and B (not is checked)
If A and B are both false, event will fire. If A is false and B is true... event WILL fire. If B is false and A is true... event WILL fire. If and only if B and A are both true will the event not fire.
Example 2:
Trigger Active Conditions: A and B (not is checked, or is checked)
If and only if A and B are both false will the trigger fire.
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jameskattz Mortal
posted 03 July 2008 02:57 AM
EDT (US)
4 / 7
Ive created a complicated way to give lives. See:
Trigger 1 (run immediately) Cond. Always Effect: -Fake counter set text: you have X lives left -Fire event: L2
L2 (run immediately) Cond. Is dead (unit you want to have lives(hero that revives)) effect: -Fake counter set txt: you have (X-1) lives left -Fire event: L2_alive
L2_alive (run immediately) cond: Is alive (unit wt lives (hero that revives)) effect: -fire event: L1
L1 (Run immediately) cond. is dead (unit) effect: -Fake counter set txt: you have (X-2) lives left -Fire event: L1_alive
LX (run immediately) Cond. is dead (unit) effect:-you lose -Win/lose message
Wt do u thnk of it?
[This message has been edited by jameskattz (edited 07-03-2008 @ 03:03 AM).]
Yeebaagooon EXCO Emeritus
posted 03 July 2008 03:27 AM
EDT (US)
5 / 7
Run immediately not needed. Use high priority.
I assume X is a QV?
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Forbiddian Mortal
posted 03 July 2008 05:03 AM
EDT (US)
6 / 7
Run immediately means that it runs before the game loads. Before players get their god powers, before their TCs even spawn, before everything.
Run immediately has nothing to do with trigger priority. It's pretty much only used for Cinematics or if you want to prevent players from getting starting villagers or something from a TC.
If you stick too many in, the game lags horribly at the start.
But your trigger system doesn't need to be that complicated (aside from run immediately). Instead of L1, just fire L2 again. If number of lives is a quest var (or even cooler, food or favor if you're not using those for other things that way it displays your lives), have L2 subtract 1 from that quest var (or resource). You should tag on a trigger that if you're dead and have no food, then you lose.
You then have the benefit of being able to have any number of lives.
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jameskattz Mortal
posted 03 July 2008 10:56 AM
EDT (US)
7 / 7
No, X is just a number, so X-1 is the number before it