I've figured out a way to "Store" past events/choices in a scenario. For example, if a player chooses to take a sea route, then (Off the map, in a corner) a blue monk will be killed using trigger. If the player chooses to take the land route, then a red monk will die. Later on, you can use conditions (Object Destroyed) to CHECK what the player chose, and then use those facts to create a storyline/events in line with that option.
So, has it been used before, or can I consider myself a finder of an original idea?
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Replies:
fishface60 Squire
posted 12-11-02 02:51 PM
CT (US)
1 / 19
I think of stuff like that. Like for example you could do in a corner a Hawk. There is a trigger to constantly task all Hawks to the corner. Then if you type in Woof Woof you will change it into a dog and if it goes to a certain area around it then it will play the wolf sound and create a wolf.
That's just an example. TTFN
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Twiglet Squire
posted 12-11-02 02:59 PM
CT (US)
2 / 19
What has that got to do with anything I said?
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Cobra the Mediocre Squire
(id: The_Cobra_81)
posted 12-11-02 03:32 PM
CT (US)
3 / 19
Absolutely nothing. Both are good ideas though, and I'll try to use them once in a while.
I'm sure someone has used this method before, or something similar no doubt, but good job with the simple explaination. Anyone who's turned on to this idea by your post should give some credit.
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fishface60 Squire
posted 12-11-02 03:44 PM
CT (US)
5 / 19
I've got more. You could do so that you have a town center and if you type 'furious the monkey boy' you'll get something happening.
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CrystalCrown HG Alumnus
posted 12-11-02 04:51 PM
CT (US)
6 / 19
Lemme, guess? An object (FtMB) in area condition?
Oh, and I've seen stuff like this, and even more complicated. For example, in TTF Racing, your past events (multiples) trigger new events that seem completely random.
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The Editorbuilder Squire
posted 12-11-02 06:05 PM
CT (US)
7 / 19
*points to CD* U notice the older forumers right away
yes it is done before. Alot of times but it still keeps a good addon to your campaign tho!
Welcome back Twiglet! It has been done, and really for something as simple as that, one need not to have hidden units. Just activate, and deactivate the specific sets of triggers with conditions specific to the unit(s) being either on the sea route or land.
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Jawn Henry Squire
posted 12-12-02 01:21 PM
CT (US)
9 / 19
You could use flags too: if there is a flag in a specific spot then fire such and such a trigger. I use it in the second scenario of the camp i'm making.
For example, the Hero hast to visit 5 different camps, in any order before some of the triggers will fire. So i put up a flag for each camp visited on a specific spot on the map. when i get a row of 5 flags, a trigger activates those other triggers.
JH
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Twiglet Squire
posted 12-13-02 02:45 PM
CT (US)
10 / 19
-To Anastasia-
Thanks, but it was a simple example. In my campaign the trigger system is much more complex and therefore simple activation techniques won't work.
AnastasiaKafka Squire
posted 12-13-02 05:56 PM
CT (US)
11 / 19
I understand...and I read right past the important element of your post too. The idea to 'store' the game fact, and yes it makes it easy to set the triggers to the objects destroyed. I am working on a campaign right now that uses a similar kind of 'storing' of events as conditions for other triggers. I'm looking forward to playing your design.
"I take it that this is the Anastasia Scud pines for?" - Epic Commander "What Ana said. Use sugar and the whip." - aka the Pilot "I think you will realize the emphasis was on Ana and Cake." - Monk
Ingo van Thiel Squire
posted 12-15-02 05:08 AM
CT (US)
12 / 19
Yes, that trick has been known for a while. The first time I used it was for The King's Best Men in 2000, with flags counting/marking some events. Not sure if I was the first one to use it though; anyhow, I hadn't seen it anywhere else when I used it.
Ingo
AnastasiaKafka Squire
posted 12-16-02 01:16 AM
CT (US)
13 / 19
Ingo: You are forgetting, more than I'll ever be able to learn about SD.
I do think that TKBM is the first example of it too.
"I take it that this is the Anastasia Scud pines for?" - Epic Commander "What Ana said. Use sugar and the whip." - aka the Pilot "I think you will realize the emphasis was on Ana and Cake." - Monk
crasher Squire
posted 12-16-02 10:04 PM
CT (US)
14 / 19
He he. Right now my project has one of these that is huge. See here. Nice and organized "sensors" on ice cubes- I call it the brain.
Sure, erase the map so we don't see it. How many ice patches are there? It reminds me of TTF.
But yes, I have seen this technique used before, and I've even used it myself, particularly in my MP scens.
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Cobra the Mediocre Squire
(id: The_Cobra_81)
posted 12-17-02 03:09 PM
CT (US)
16 / 19
Perhaps noobish of me... but what's TTF?
By the way, this idea has unlimited possibilities... I've used it in Shadoworld to create an entire mini-game.
TTF is a multiplayer scenario. It's more like a "sports" competition. You have to do tasks faster than others, and if you finish first, you get gold. The person with the most gold wins. If you want a fast, multiplayer map, play TTF.
You can download it from the blacksmith. I'm too lazy to search for the link now .
-1
Larmir Squire
posted 12-19-02 05:22 PM
CT (US)
18 / 19
These objects are a good way to know what was done(I've used that a few times in Casino's), but then I still prefer giving resources to a neutral player since that kind of stuff can easily be read by an AI.