Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Specific Trigger Question
Specific Trigger Question
Jun 22 2008, 5:53 pm
By: rdzirish  

Jun 22 2008, 5:53 pm rdzirish Post #1



So I am currently working on a Zombie RPG that is actually going really really well, but I have run into a couple buzzsaws. One that I can't seem to fanangle is this: I allow players to pick up weapons as tehy go along (ie. step on the beacon in the hardware store and get Tools (SCV) ), but I set up an area offmap to the side where these are stored and I want to make it so they can switch freely without having to go to a certain beacon later to get an old weapon back. Could someone explain the triggers I would need to pull this off so that they can switch their curent weapon with one that is 'stored''? Also, is there anyway to make it so that they can't jsut cheat by switiching weapons when they run low on health? By this I mean keeping all the stored 'weapons' at the same health as the current one? Thanks guys, I really appreciate all the help. Any posted examples would be awesome as well.



None.

Jun 22 2008, 5:59 pm Riney Post #2

Thigh high affectionado

The only way you could do it without VHP would be to force the player to use an herb to switch weapon.

Asuming the zombie RPG is gonna be Resident Evil...if not, med kit or whatever xD



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Jun 22 2008, 6:05 pm rdzirish Post #3



Yeah, you know i think i may make it so you can only switch at checkpoints, where you heal and all so that part I'm not too woried about. How to actually do it though, so that it spawns on in the same spot and all as well, that is a bit of a problem.



None.

Jun 22 2008, 6:40 pm Kaias Post #4



Center a location on your active unit. If you have hyper triggers you could do a
current player brings at least 1 men to 'mainunitlocation'
center 'mainunitlocation' on men at 'mainunitlocation'"

And it would stay on whatever unit you have out without having to differentiate between possible units. The set back is if you ever use more than one unit the location could switch who its following to the wrong person

A more plausible suggestion would be to use a death counter and assign each unit a number
I.E. Main hero as 1, tools as 2, tank as 3 etc

Set the Death count to which ever unit you want it to center on and center accordingly

I.E Set death count to 2
If death count is 2
Then center on tools.

Then when you want to switch, create a system that allows you to dipict which unit in your store you want to switch with

I.E
If Conditions go off that make you switch to tank
Then set death count to 3
Move tools at 'mainunitlocation' to 'storelocation'
Move tank at 'storelocation' to 'mainunitlocation'

Etc

Understand? Also no you can't set all the units to the same health, as you can't detect how much life a unit has. Unless you use a vhp system (unlikely)



None.

Jun 22 2008, 7:29 pm rdzirish Post #5



I'm pretty new to the whole process, but I understand what you are sayin so it'll take some time but I'll figure it out and all. Thanks a ton dude, I need all the help I can get :crazy:



None.

Jun 22 2008, 7:36 pm Kaias Post #6



The basic idea is just to center a location on the active unit and swap places with the one you want.

Well if you ever need anymore help feel free to ask. We all need help sometimes, even spiderman.



None.

Jun 22 2008, 7:46 pm rdzirish Post #7



Ha, no kidding. Thanks man. I was thinking making that location then doing one location that encompasses entire map 'anywhere' and when 'unit' moves to 'anywhere' center specific locale on him. then when the things get moved itll switch teh places, but ill keep anywhere seperate from the sidebar with those offmap locations. i tihnk itll work but i guess time will tell.



None.

Jun 22 2008, 7:53 pm Kaias Post #8



Well, having an anywhere playing field location would get super obnoxious in production of the map, as you would need to create locations away from it, then move them in, I think.

If you just kept track off which unit was active, centering locations would be easy/reliable. If you aren't confident about death counters, then you could try switches to replace.



None.

Jun 22 2008, 7:57 pm rdzirish Post #9



Ha, the problem is I'm not confident about anything I'm doing. I have all these ideas that i want done, like an observer taht stays next to the current unit bein used so that it cant be abused but invis enemies are legit without shared vis with other stuff and without seperate detectors and stuff, but I have no idea relaly how to implement any of my ideas. I don't wanna get a triggerer to help me cuz I really wanna do the dirty work myself, but I am forced to play with everything i do. Makes the whole process wear thin on my nerves.



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