If you make a campaign with multiple maps, will the triggers carry over from one map to the next? For example, say I got 150 minerals in one map. Then I get to the next map and create a trigger that creates a zergling if I have 150 minerals. Would the trigger take effect? If not, is there anyway to "link" triggers between maps so that the items you collect in one map will take effect in the next?
If you make a campaign with multiple maps, will the triggers carry over from one map to the next? For example, say I got 150 minerals in one map. Then I get to the next map and create a trigger that creates a zergling if I have 150 minerals. Would the trigger take effect? If not, is there anyway to "link" triggers between maps so that the items you collect in one map will take effect in the next?
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There's only one way: Make a set of different follow-up levels and load a different level depending on the outcome of the first.
For example:
[COLOR=#EBEE80]Conditions:[/COLOR]
Win is set
Current Player has gathered at most 149 Minerals
[COLOR=#EBEE80]Actions:[/COLOR]
Load Scenario "level2a.scx" (this map has NO ling bonus at start preplaced)
[COLOR=#EBEE80]Conditions:[/COLOR]
Win is set
Current Player has gathered at least 150 Minerals
[COLOR=#EBEE80]Actions:[/COLOR]
Load Scenario "level2b.scx" (this map has the ling bonus at start preplaced)
As you see you can't make very detailed things to remember, as you would have to make a ton of follow-up levels.
There's only one way: Make a set of different follow-up levels and load a different level depending on the outcome of the first.
For example: Conditions: Win is set Current Player has gathered at most 149 Minerals Actions: Load Scenario "level2a.scx" (this map has NO ling bonus at start preplaced)
Conditions: Win is set Current Player has gathered at least 150 Minerals Actions: Load Scenario "level2b.scx" (this map has the ling bonus at start preplaced)
As you see you can't make very detailed things to remember, as you would have to make a ton of follow-up levels.
Well, you have different combinations for certain levels and skills, at the beginning of the game, the user enters a code they were given the last game for whatever stats they had, it's really annoying to set up, but if you want me to go a bit more in detail I will.
Well, you have different combinations for certain levels and skills, at the beginning of the game, the user enters a code they were given the last game for whatever stats they had, it's really annoying to set up, but if you want me to go a bit more in detail I will.
[quote=NudeRaider]There's only one way: Make a set of different follow-up levels and load a different level depending on the outcome of the first.
For example:
[COLOR=#EBEE80]Conditions:[/COLOR]
Win is set
Current Player has gathered at most 149 Minerals
[COLOR=#EBEE80]Actions:[/COLOR]
Load Scenario "level2a.scx" (this map has NO ling bonus at start preplaced)
[COLOR=#EBEE80]Conditions:[/COLOR]
Win is set
Current Player has gathered at least 150 Minerals
[COLOR=#EBEE80]Actions:[/COLOR]
Load Scenario "level2b.scx" (this map has the ling bonus at start preplaced)
As you see you can't make very detailed things to remember, as you would have to make a ton of follow-up levels.[/quote]
That is what Blizzard made in the Broodwar campaign zerg.
they made version A-F I think. it depended how many terran CCs you infected in the mineral gathering mission with fenix...
but falkoners solution saves some space. but blizzard's solution is easier to make. ;p
That is what Blizzard made in the Broodwar campaign zerg. they made version A-F I think. it depended how many terran CCs you infected in the mineral gathering mission with fenix...
but falkoners solution saves some space. but blizzard's solution is easier to make. ;p
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Pretty much the same what you would have to do with the multiple follow-up maps:
[U][B]1st map:[/B][/U]
When the player has gathered at most 149 mins at the end -> display message: "code 111"
When the player has gathered at least 150 mins at the end -> display message: "code 222"
[U][B]2nd map:[/B][/U]
[COLOR=#DFA51C]INIT:[/COLOR] Give the player a civ at start in front of 3 beacons named "1", "2" and "3"
I will show you some example pseudo triggers for the 2 codes used above. For a full code system you would obviously need more and some way to reset the code dc in case of a false entry.
[COLOR=#DFA51C]Triggers for CODE 111:[/COLOR]
When code dc is exactly 0 and current player brings at least 1 civ to beacon 1
-> add 1 to code dc
When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 1
-> add 10 to code dc
When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 1
-> add 100 to code dc
When current player has suffered exactly 111 deaths of code dc start the map without reward
[COLOR=#DFA51C]Triggers for CODE 222:[/COLOR]
When code dc is exactly 0 and current player brings at least 1 civ to beacon 2
-> add 2 to code dc
When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 2
-> add 20 to code dc
When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 2
-> add 200 to code dc
When current player has suffered exactly 222 deaths of code dc start the map and create a ling for the player
Pretty much the same what you would have to do with the multiple follow-up maps:
1st map: When the player has gathered at most 149 mins at the end -> display message: "code 111" When the player has gathered at least 150 mins at the end -> display message: "code 222"
2nd map: INIT: Give the player a civ at start in front of 3 beacons named "1", "2" and "3"
I will show you some example pseudo triggers for the 2 codes used above. For a full code system you would obviously need more and some way to reset the code dc in case of a false entry.
Triggers for CODE 111: When code dc is exactly 0 and current player brings at least 1 civ to beacon 1 -> add 1 to code dc
When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 1 -> add 10 to code dc
When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 1 -> add 100 to code dc
When current player has suffered exactly 111 deaths of code dc start the map without reward
Triggers for CODE 222: When code dc is exactly 0 and current player brings at least 1 civ to beacon 2 -> add 2 to code dc
When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 2 -> add 20 to code dc
When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 2 -> add 200 to code dc
When current player has suffered exactly 222 deaths of code dc start the map and create a ling for the player
[quote=Fawkes]Hmm. I would like to hear those juicy details. ^_^[/quote]
That did NOT sound right! O_O
[quote=NudeRaider]Pretty much the same what you would have to do with the multiple follow-up maps:
[U][B]1st map:[/B][/U]
When the player has gathered at most 149 mins at the end -> display message: "code 111"
When the player has gathered at least 150 mins at the end -> display message: "code 222"
[/quote]
By all means, codes such as 111 and 222 can be easily guessed. You're gonna need such codes as 5 digit, with only 3 fails and you get kicked from the map. This way people dont start guessing.
That did NOT sound right! O_O
By all means, codes such as 111 and 222 can be easily guessed. You're gonna need such codes as 5 digit, with only 3 fails and you get kicked from the map. This way people dont start guessing.
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[quote=Dark_Marine_123]
By all means, codes such as 111 and 222 can be easily guessed. You're gonna need such codes as 5 digit, with only 3 fails and you get kicked from the map. This way people dont start guessing.[/quote]
o rly?
Geez that's only a simple example so he understands the principle.
o rly? Geez that's only a simple example so he understands the principle.
[quote=NudeRaider]Geez that's only a simple example so he understands the principle.[/quote]
He must understand at a young age, so his mind cannot later be corrupt.
He must understand at a young age, so his mind cannot later be corrupt.