Basically, I want one set of triggers that I can set up either to modify the times in between each character says something in a conversation in my rpg, or a trigger that I can add to every conversation to create a wait inbetween lines without using waits. I hope I explained myself correctly, if anybody has something like this it would be greatly appreciated.
If not, I will just try to set waits for a player that has no hyper triggers or death counters.
Edit: I cant try to set waits because the trigger absolutely needs to be for the player, as do my other death counts! Please help me with this.
Post has been edited 1 time(s), last time on Aug 12 2009, 7:57 am by youarenotworthy.
None.
An artist's depiction of an Extended Unit Death
Uh, you can use death counters as waits, and run any number of them simultaneously. Just devote one unit to conversation wait time, and one to the conversation/line number. Of course, the downside is that you have to divide the trigger for each line of conversation, which will make the trigger list grow long.
Example
Always
Set deaths for Player X: Subtract 1 for WaitDeaths
Preserve Trigger
///////
Player X has suffered exactly 1 deaths of LineDeaths
Player X has suffered exactly 0 deaths of WaitDeaths
Display text for current player: "Guy1: Do you understand these triggers?"
Set deaths for Player X: Set to 24 for WaitDeaths
Set deaths for Player X: Add 1 for LineDeaths
///////
Player X has suffered exactly 2 deaths of LineDeaths
Player X has suffered exactly 0 deaths of WaitDeaths
Display text for current player: "Guy2: Yeah, it sort-of makes sense to me."
Set deaths for Player X: Set to 24 for WaitDeaths
Set deaths for Player X: Add 1 for LineDeaths
You should read the
Death Counter Wiki if you have not already.
Post has been edited 1 time(s), last time on Aug 12 2009, 9:50 am by Roy.
I appreciate that, I understand death triggers perfectly, just that I was hoping there was a way where I wouldn't have to use multiple triggers. But I suppose it isn't that big of a deal.
None.
Using the "Display text" action will not allow you to modify the length of time that the text stays on screen. For example, if you were to put a death count wait of 8 seconds in with a display text "What's that!?", you'd end up with about 4 seconds of blankspace where nothing happens. The "Transmission" action does allow you to modify how long text is displayed. When using Transmissions, you do run the risk of wait blocks however, since a transmission is like a "display text" "wait" and "play wav" all wrapped up into one. In a trigger like the following:
Conditions:
Whatever.
Actions:
Transmission(6000, Null.wav, Hydralisk, "ROAR")
Transmission(4000, Null.wav, Jim Raynor, "OH SHIT!")
Transmission(3000, Null.wav, Sarah Kerrigan, "RUN!")
It will run just like this:
Conditions:
Whatever.
Actions:
Display text "Roar"
Play Null.Wav
Wait 6000
Displaytext "OH SHIT!"
Play Null.wav
Wait 4000
Display Text "RUN!"
Play Null.wav
Wait 3000
except the text will stay up for the whole duration of the wait, regardless of how long it is.
I use the transmission action frequently in my own map, and it works fine (no wait blocks), because I don't use Waits for anything else. As long as each player only runs 1 wait at a time, it's perfectly fine to use Wait actions or Transmissions, with one drawback. If a player starts a Transmission, no other Transmission can begin until the one he's currently on finishes.
None.