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Age of Kings Heaven » Forums » Scenario Design and Discussion » In need of assistance with regards to RPG scenario
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Topic Subject:In need of assistance with regards to RPG scenario
critchell
Squire
posted 06-01-09 05:00 PM CT (US)         
I need someone with good trigger experience to help me with my rpg scenario, i have uploaded the file to Single Player Projects under the name 'Exile'. It should be on within a day.

More information is included in the file when you download it.

[This message has been edited by critchell (edited 06-01-2009 @ 05:27 PM).]

AuthorReplies:
Dtrungle
Squire
posted 06-01-09 05:06 PM CT (US)     1 / 5       
It would be better to do these yourself, so you can learn, and ask questions/search up stuff you don't know.
critchell
Squire
posted 06-01-09 05:22 PM CT (US)     2 / 5       
I can do most of it myself, but one set of triggers don't seem to work the way they should, which is why im asking for help. It's too hard to describe, which i why i submitted the file.
Tanneur99
HG Alumnus
posted 06-03-09 06:37 PM CT (US)     3 / 5       
Exile Alpha is at the Blacksmith.

Edit: Player 2 and 1 are ally again right after the enemy units spawn. Trigger "The Defense"Cic Condition 0, Own fewer Objects Teutonic Knight Quantity 1. Unfortunately, the Condition works as 1 or fewer objects, not as fewer than 1. Therefore, the following effects fire. Change Quantity to 0. If the player must kill all attackers, add conditions for the other spawning units, like Condition 1, Own fewer... Archer Quantity 0, Condition 2, ... Champion etc.

[This message has been edited by Tanneur99 (edited 06-03-2009 @ 07:29 PM).]

Dtrungle
Squire
posted 06-03-09 09:36 PM CT (US)     4 / 5       
RUNNING FOR MAYOR:
William wallace in the courtyard area should change Cicognara diplomacy to enemy both ways
  • It does.

    THE ELECTION:
    king killed should display instructions, tribute 100 gold and activate trigger "THE TERM"CIC
    [*}It does.

    The next triggers should have a kind of leapfrog effect. [look at the way it currently operates]
  • Going to assume you mean 'top trigger activates bottom trigger'. If so, the bottom needs to be OFF and the top needs to activate it, as well as be ON.

    Every 100(is it seconds? i dunno what unit the timer uses) player 1 should be tributed 25G from player 2.
  • The timer condition is by seconds. It varies according to game speed. IIRC, 1 second of FAST= 1.5 seconds of RL.
  • You can make silent tributes, if you didn't know.

    Every 200 a squad of soldiers should spawn outside and attack those guarding the monument.
  • Timer, create, task to monument. When they reach it, they will attack w/e they see.

    The monument not being visible should result in no more tributes and after the next 'attack' player 1 (william wallace) is
    effectively no longer mayor and a message should appear stating he has been overthrown
  • In the trigger that tributes, add in the condition Object Visible.

    The squad of attackers being killed should reactivate the term and wage so tributes continue as usual until the next attack.
    A message should appear saying an attack has been repelled. [note: it is stated that only the teutonic knight must be killed
    but that was for simplicities sake, i would prefer it if all the attackers must be killed]
  • Use multiple Destroy Object condition. If you can't, use multiple Own Fewer Objects condition, set it to 0.

    If those defending the monument are killed or lose sight of it, william wallace has been overthrown and the 'militia' are now
    in control. a message should appear saying he has been overthrown.
  • Same as top?

    After being overthrown if wallace regains sight of the monument, is in the courtyard and kills the 'militia', the term and
    wage system should restart and a message should appear saying he has been reinstated.
  • This is going to branch out into harder triggering work. Are you currently using the building that converts itself back and forth? It would be easier to use that.

    A trigger that is not on looping will deactivate after it is fired. (Meaning it's not needed to have a deactivate trigger effect in the trigger)

    I'll write up the triggers later for what I think you want to accomplish, which would be,
    Capture building, get gold every # seconds.
    Lose the building by not being there, militia takes the building, you get no gold.
    Recapture the building, you get gold again and so forth.
    During the capturing/losing of the building, chats will be displayed.

    [This message has been edited by Dtrungle (edited 06-04-2009 @ 03:50 PM).]

  • YoshiX100000
    Squire
    posted 06-07-09 05:25 PM CT (US)     5 / 5       
    The timer condition is by seconds. It varies according to game speed. IIRC, 1 second of FAST= 1.5 seconds of RL
    1 second of realtime = 1 sec slow = 1.5 sec medium = 2 sec fast
    Timer, create, task to monument. When they reach it, they will attack w/e they see.
    Use Patrol instead, or they can be picked off by archery fire. If they are walking past other areas of potential enemies, multiple triggers combining task and patrol may be needed.

    YoshiX100000~AoKH's Official Playtester of All Short, Funny Viking Cutscenes by Varied Equine Species, PhD-Emeritus-Magna-cum-Laude-Esq.
    Now in Fuschia!!

    "I wish I knew what Yoshi's doing on the roof, especially in winter." ~Sissi
    "Yoshi lived up to his name and split into 100000." ~Rocking Doom
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