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IceDevil9

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Originally posted by tassadar920
It could be really awesome no?
What are you french?

LoL

:p

Anyway, yeah that would be really cool, and entirely possible.

Just group all the players except the DM together, and run the cinematics for them, and have the DM control it using the Cinema- triggers.

That's right, no?

-Frank :cool:
 

VengfulAvatar

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A question in general about Varibles. (Guru's Required :D)

Hello there,

What are varibles, and how are they used in general.


I've read many a thread and found varibles mentioned. I know how to make a varible, but dont understand what im making, or how im to use it later. I know there are triggers that can select varibles, but thats just about as far as my knowledge oif these goes.

Could anyone let me know how they are used and what they are etc? please.

Kindest Regards.

Ps. also, is there a code that u can use somewhere instead of just the clickable options in triggers. As lots of people seem to post things that dont resemble triggers.? Thx.
 

tassadar920

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variables are things that can have a value and change... someone else tell him.

And yes icedevil i'm french so shaddup ;).
 

Darimus

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VengfulAvatar: A variable is a something that can store a value, such as an Integer (any number from negative infinity to infinity, without a decimal), a real (any number with a decimal i.e. 56.00) or even a unit-type (Footman)

I mainly use it to store integers in my map... like if someone casts a spell and i need to find out how many total spells they casted, you could make an integer variable that increases by 1 each time a spell is casted

For variable arrays, it is a type of variable that can store multiple values, like YourVariable[1] = Footman, YourVariable[2] = Archer

I wouldn't recommend using array variables until you are a VERY good mapper... they can be confusing, even if they save you tons of work...
 

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Many thank's chaps.
I'll have to have a play, do a few very simple test maps to try and understand their uses. :)

All the best.

Ps. tassadar920 - No hard feelings about the Rugby old boy! :D Give us a cheer come the morning. :D

Go ENGLAND go!


.....Next day, sat 22Nov...We Won! ENGLAND ARE THE WORLD CHAMPIONS AT RUGBY! :D
 

playing_wc3x

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Hey I'm sorry, My post was questioned wrong. I wanted to know; Is there a way to make the units/heros say what you want them to? Like say I'm in Triggers and I have Farseer saying the text: I will defeat you! Is there a way to make him say that during the actual cinema? Or will I need a microphone and do the voices myself?
 

tassadar920

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Like say it outloud? Then you will probably have to record the sounds yourself.

If you mean show it with text, that you can do in a cinema.
 

Darimus

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LOL for a sound file you have to make it yourself lol...

you *could* do it for each letter in the alphabet with a sound file but that would sound wierd, be lame, etc etc, and it would be hilarious lol
 

IceDevil9

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I only know a couple phrases in French

Je me appellie (I know spelling is horrnedous, never taken French, only know how to speak them.) - My name is

Parle vous france? - Do you speak French?

-Frank :cool:
 

tassadar920

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It's Je m'apelle *** not Je me appellie lol

And it's Parlez vous france(with the lil acent thing)

:p
-tass
 

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Regards the sound question above...You will have to make your own sounds with a mic. Save them as WAV. Then convert to MP3. If you can save as MP3, save with a low bit rate. say 32 or 64 bits. The lower the size the better, other wise your map gets large and it will be long to download when played as a UMP on line.

This is a problem i found. Im making a map thats a Role Play Game (RPG). But before i realised, my map was 20meg! OUCH!
So i had to convert all to MP3 and at lowish bit rates. i think they were 64. Its now about 2.3 meg. much better. But still, its going ot have to be distributed out of B-Net for it will take up game time. :(

All the best chaps.
 

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Yeah, i agree.
If you are not 100% sure of what you are doing, and know how to manipulate the sound failes etc, then stay away! :)

Just rely on the text etc in the cinematics. just remember, that people readign the text will take about 1.5 to 2 times as long as listening to the text being read. so if the sound file is 5 secs long, (and 'no sound' text displays on default, 5 secs) add say 3seconds to it. or if its 10 secs for the sound, add say 5-7 seconds extra.

And so on. :)
 

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A question to all you exceptionally skillful trigger peeps! :)

I have a cinematic sequence. At the end of it, it turns on another trigger that starts quest 1. But turning on the trigger is all very well, how do i get it so the quest1 trigger activates. there isnt an event that says, when trigger is turned on/activated.

So ive had to do it so when the character moves from the region. how do i get it so the trigger goes through its sequences when its turned on via another trigger?

Cheers.
 

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Ive created a cinematic trigger sequence.
At the end, it turns on a trigger (in this case, called Quest One).

When quest one is turned on, i want it to then execute the commands with in it. ie the actions. Basically to put the quest inthe quest bit etc (F9).

But this ive done so when the unit moves from its current place and out of a region, it triigers the quest up. this is unit leave region inthe event part of the trigger.

what i want is QuestOne trigger to execute when the cinematic trigger turns it on. Not by physically triggering it yourself, in this case moving the unit.

the unit is the RPG character. :)

Is this any better?
 

tassadar920

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Ok i believe what ur saying is, how to check when a trigger is turned on?

Ok so at the end of the cinematic, use the trigger-enable action to turn on the questone trigger.

Then, POOF! the trigger now works. (make sure you 'uncheck' the enabled box in the editor)
 

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If that doesn't work, copy and paste the 2 different triggers onto here, and then I can better understand what you mean... and insert a comment or something into the part where it doesn't work, so I know where to look, if it is long
 

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Hello, thanks for your help so far, but i've found a different way to approach the problem. I basically used 'run this trigger - ignoring events/conditions'. Then i had a 1 second wait at the start of the quest trigger. This worked and gave the effect i was after. The quest trigger was turned initially off.

..........

There isnt a 'trigger - enable', but there is 'trigger - turn on' or 'trigger - turn off'.

..........


Back to the other problem though, as it would be nice if i could find a way to solve it.


First, ive unchecked the initially on bit at the top, so the quest trigger is now greyed out and wont start when the game is running.

At the end of the cinematic trigger i have...

Events
Map Initial
Conditions
None
Actions
(lots of entrys above :) but too many to jot down ;))
Wait 0.10 seconds
Turn on Quest One
Wait 0.10 seconds
Turn off this trigger.


Then in the quest trigger, which will now be on due to the above end bit of the cinematic trigger.

Events
None
Conditions
None
Actions
Wait 1 second
Quest - Create a required quest......
Quest - Flash the quest dialog button.
Sound - Play a_new_quest <gen>
Wait 0.10 Seconds
Turn off this trigger.

Now, with it as it is, you will agree that when the cinematic comes to an end and turns on the quest trigger, nothing will happen cause there is no event for the trigger to look for.

This is what the problem is. there isnt an event that says when the trigger is turned on. :( If that was the case, then when the quest trigger was turned on, it would see the event, when this trigger is turned on/initialised (something like that) and it would think, ive been turned on, right then, what conditions, none, ok, actions, lets do it! :D etc etc.

So what event would you put in the quest trigger that would make the trigger run when its turned on?
 

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