Amaranth
Squire
posted 12-10-09 10:33 AM CT (US)
Hello everyone, I'm new to this scenario designing though I checked several other threads about conversation triggers but they weren't very helpful about my problem.
Here's the thing,
I want to make some conversations through the story, when hero comes to certain areas or meets some characters a conversation starts.
Now, I can make a conversation like this:
Trigger 1: Starting state - on, looping- no, display as objective -no
Condition: Timer: 10
Effect1: Display instruction (10)
Effect2: Activate trigger-Trigger 2
Trigger 2: Starting state - on, looping- no, display as objective -no
Condition: Timer: 20
Effect1: Display instruction (10)
Effect2: Activate trigger-Trigger 3
etc.
But the problem is that I can only make this useful at the very starting of the scenario. Cause "Timer" becomes useless when I can't be sure when the Player arrives to next conversation location. I use "Object Arrives to Area" trigger, okay, but then I can only make it show single "Display Instructions" effect.
Amaranth
Squire
posted 12-10-09 12:16 PM
CT (US)
2 / 17
Ah I see.. I corrected the trigger settings like you said and it's working now.
So now I set it so that when hero arrives to it's location the first line of conversation starts, and it triggers the next trigger with it's starting state set to off, and it starts the timer condition start counting from that point on.
It's all takes a lot of trial and error. Thanks a lot for help!
Amaranth
Squire
posted 12-10-09 02:38 PM
CT (US)
4 / 17
Oh that's also very useful, thanks!
By the way, I was also wondering how can I make scenario fail if the hero dies and make hero say something after killing a specific unit ? I tried to use "own fewer objects (hero, amount 1)" as condition and made the effect "declare victory to x" but that didn't work.
Rajkumar_q8
Squire
posted 12-11-09 04:46 PM
CT (US)
8 / 17
have any of you played "piece by piece, the third"?
It is has no equal when compared. Everything about it is awesome.
However, there is a serious flaw within the triggers of the game. (if any of you have played it, you'll know this) In the square created by warlord002, (just 1 square after the one in which we try to land safely on the shore after evading the galleons) the trigger is set so that not only do Iago, garrity, Jarriel and Irving change ownership, but the horse (the one standing at the edge of the map just for the sake that we do not get defeated during the cutscenes when our "heroes" change ownership) also gets converted.
When this happens, we do not have anymore units on the map and get defeated. Since it is downloaded as a custom campaign, we cannot edit the trigger. So I couldn't even reach the end of the scenario. What must have happened was:
1. During the designing of the square, warlord002 must have put "Change ownership" for ALL player 1 units Instead of "Change ownership" for just the four units. As a result, the horse too got converted and we are left with nothing on the map... and the rest is history. I want to speak to SD community about this.
Yes, I know I sound like a forensic after I guessed what happened. Help me guys (about the map).
Oh, and another thing. To those of you who think this is senseless, try the scenario yourself. Its really cool. And a bit hard.
P.S: I'm not sure I posted this thing in the right place. I don't know ANYTHING about the forums yet as I started out only today.
Amaranth
Squire
posted 12-12-09 03:45 PM
CT (US)
16 / 17
Yeah unfortunately I did so. But I'll try to finish at least, so I can learn how to work with triggers and such. But I'm also designing a map I created from blank. I think that'll be much better.