Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Two Questions: About quests, n other stuff
Two Questions: About quests, n other stuff
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Jun 23 2009, 5:27 am
By: m.0.n.3.y  

Jun 23 2009, 5:27 am m.0.n.3.y Post #1



Ok, so I'm wondering how to do these things.
First of all, how to do quests in general. So If you have 3 players in a game, how do I make it so when one player walks up to a unit, it says something and tells them what the quest is. And it is only after they talk to the person that they can do the quest. But for example, if player 1 is the only one who talks to the person, he is the only player that can do the quest. Then, how do I make it so when they complete the quest by say, picking up gold and returning it to the person, they get a prize. Then, once they have completed the quest, anyother time they talk to the person, how would I make them say something like, thank you for helping me.

Second of all:
I have a game where every 10 kills the player gets 1 token to spend, and +1 is added to the leaderboard, displayed as Heros Level. Now, how do I make something like a monster shrine? That is, where as long as the player is below say level 10, when they bring their unit to the monster shrine, it creates 5 bad guys there. When they kill the 5 bad guys, if they bring their hero there again, it creates 5 more, as long as their under level 10. Once they are above level 10 however, the shrine will no longer work.

So, how do I do these things? Like, give me triggering help please. Thanks guys

-$



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Jun 23 2009, 5:48 am poison_us Post #2

Back* from the grave

Quote from m.0.n.3.y
Ok, so I'm wondering how to do these things.
First of all, how to do quests in general. So If you have 3 players in a game, how do I make it so when one player walks up to a unit, it says something and tells them what the quest is. And it is only after they talk to the person that they can do the quest. But for example, if player 1 is the only one who talks to the person, he is the only player that can do the quest. Then, how do I make it so when they complete the quest by say, picking up gold and returning it to the person, they get a prize. Then, once they have completed the quest, anyother time they talk to the person, how would I make them say something like, thank you for helping me.

Collapsable Box


Quote from m.0.n.3.y
I have a game where every 10 kills the player gets 1 token to spend, and +1 is added to the leaderboard, displayed as Heros Level.

Collapsable Box


Quote from m.0.n.3.y
Now, how do I make something like a monster shrine? That is, where as long as the player is below say level 10, when they bring their unit to the monster shrine, it creates 5 bad guys there. When they kill the 5 bad guys, if they bring their hero there again, it creates 5 more, as long as their under level 10. Once they are above level 10 however, the shrine will no longer work.

Collapsable Box


Really, these are all the simplest things. Please try to use SEN if you can't figure something out yourself in under 5 minutes.
http://www.staredit.net/72037/




Jun 23 2009, 5:53 am m.0.n.3.y Post #3



Quote from poison_us
Quote from m.0.n.3.y
Ok, so I'm wondering how to do these things.
First of all, how to do quests in general. So If you have 3 players in a game, how do I make it so when one player walks up to a unit, it says something and tells them what the quest is. And it is only after they talk to the person that they can do the quest. But for example, if player 1 is the only one who talks to the person, he is the only player that can do the quest. Then, how do I make it so when they complete the quest by say, picking up gold and returning it to the person, they get a prize. Then, once they have completed the quest, anyother time they talk to the person, how would I make them say something like, thank you for helping me.

Collapsable Box


Quote from m.0.n.3.y
I have a game where every 10 kills the player gets 1 token to spend, and +1 is added to the leaderboard, displayed as Heros Level.

Collapsable Box


Quote from m.0.n.3.y
Now, how do I make something like a monster shrine? That is, where as long as the player is below say level 10, when they bring their unit to the monster shrine, it creates 5 bad guys there. When they kill the 5 bad guys, if they bring their hero there again, it creates 5 more, as long as their under level 10. Once they are above level 10 however, the shrine will no longer work.

Collapsable Box


Really, these are all the simplest things. Please try to use SEN if you can't figure something out yourself in under 5 minutes.
http://www.staredit.net/72037/

Ok um thanks, And I know that I have to use switches, but It's kind of confusing for me and stuff, I'm not sure If I was dooing it right. Maybe you could show me an example?

Um lol I know the leaderboards thing I already did that.

And ah yes I see now, thanks a lot man.



None.

Jun 23 2009, 6:00 am poison_us Post #4

Back* from the grave

Quote from m.0.n.3.y
Ok um thanks, And I know that I have to use switches, but It's kind of confusing for me and stuff, I'm not sure If I was dooing it right. Maybe you could show me an example?
----------
Player: player 1
Conditions: Current player brings 1 [any unit] to location "begin quest"
Switch 1 is cleared
Actions: Display text message "blah blah"
Set switch 1
----------
Player: player 1
Conditions: whatever you wanted them to do in the quest
Switch 1 is set
Actions: Display text message "congrats!"
Payment for services rendered

Quote from m.0.n.3.y
Um lol I know the leaderboards thing I already did that.
...Why ask for help on it then? :unsure:




Jun 23 2009, 6:04 am m.0.n.3.y Post #5



Mk, I'll just fiddle around with it. But for multiple players I'll have to do switches for each one right.

Quote
...Why ask for help on it then? :unsure:

Lol I wasn't assking about that, but how do do like monster shrines, which you told me how to do, so thanks.



None.

Jun 23 2009, 6:08 am poison_us Post #6

Back* from the grave

Quote from m.0.n.3.y
Mk, I'll just fiddle around with it. But for multiple players I'll have to do switches for each one right.

If you want each player to be able to do the quest individually. The method I told you would make it impossible for another player to attempt it after someone else if you share that trigger between players. [ex: p1 starts it, no other player can attempt it unless they have a separate trigger, and separate switch]

Quote from m.0.n.3.y
Quote from poison_us
...Why ask for help on it then? :unsure:

Lol I wasn't assking about that, but how do do like monster shrines, which you told me how to do, so thanks.
Ah, that clarifies it ^^




Jun 23 2009, 6:41 am Echo Post #7



Don't use switches. It limits you in so many ways and can get confusing. Use death counters.



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Jun 23 2009, 6:59 am poison_us Post #8

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But switches are easier to understand, and less likely to bug up. It's true they are better, so here's a link: [whoa, no thread devoted entirely to explaining death counts... :ermm: ]




Jun 23 2009, 7:18 am Echo Post #9



Quote from poison_us
But switches are easier to understand, and less likely to bug up. It's true they are better, so here's a link: [whoa, no thread devoted entirely to explaining death counts... :ermm: ]
I think you got it backwards.



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Jun 23 2009, 5:02 pm poison_us Post #10

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I meant to agree that Death Counts are better. For most people, switches would be easier...it's like the light switch for your room, either on or off. I would think switches would be [logically] easier...




Jun 23 2009, 8:21 pm Bolshevik Post #11



Quote from Echo
Don't use switches. It limits you in so many ways and can get confusing. Use death counters.
Could you list a link or describe how switches limit you? Because you can use switches to randomize and death-counters can't.
It would add some bulk to your argument to help persuade this user in question...



None.

Jun 23 2009, 8:35 pm UnholyUrine Post #12



The first two Collapsable Box on the 1st post by Poison_us is wrong.

For quests, it is probably best to use Death counts. So whenever a player talks to whatever unit, their deathcount of unit x will be 1...
Then you can just set conditions to : Current player has at least 1 deaths of unit x .... or Current player has exactly 0 deaths of unit x ... for "Yes I'm doing this quest" or "no i'm NOT doing this quest"...

Unfortunately, the problem is that there's a limited amount of Death counts you can use... namely, you can only use deathcounts for units that cannot be killed (or won't be killed for that player)..
So if your hero can summon zerglings.. don't use deathcounts of zerglings!

One way to solve this is to limit the player to be only able to do one quest at a time.. This way, you can simply use ONE Deathcount for ALL quests..
So just have unit x as your DC.. and each quest would signify a certain number of deaths of unit x...
maybe the Quest of Fire will have a DC of unit x of 4 .. and something else would be 6 or w/e u want...
this'd save up ur DC's and headaches from finding which DC u used for which quest...

Next... You don't use current player has deaths of 10.. because that's for the computer... YOU kill the Computer units.. and when they suffer 10 deaths of unit y... it won't distinguish who killed the units..
you either use the Killscore of at least 1 = set to 0 killscore and set to +1 custom score ..
or you do a trigger per 10 kills of men.

Most people use Killscore as experience...
In Temple Siege... 150 killscore = 4 exp .. many units exceed 150 killscore.. this way.. you can set a limit...
so maybe like this
Current player has at least 150 Killscore.. at most 899 killscore ... subtract 150 killscore, add 4 exp...
this way, normal units would give him about 4 exp.. depending on what unit you pit the hero against..

but when he kills a boss unit... let's say TZ archon.. that gives like 3000 killscore.. but since your max is at 900
you can just go..
Current player has at least 900 killscore .. set to 0 killscore, add 24 exp...

Done.

.. For your shrine thing.. I was thinking about a better way to do it if you have multiple "shrines" located at different areas of the map..
It'd be best if you have burrowed units which u can center the location to.. in case you're running outta locations..

But if you're not.. then it simply is what Poison_us said.. but with some changes.. as you want a wait time between the spawns...
This depends now.. do you want the shrine to spawn 5 zlings every x seconds... or every time there's no more zlings left..

For the former.. use deathcounts for the comp player.
for the latter.. use a big location..



None.

Jun 23 2009, 9:10 pm JaFF Post #13



money, I suggest you read a few tutorials about the basics of UMS mapping - that would be a good starting point.



None.

Jun 24 2009, 2:20 pm Norm Post #14



Make it so that if there is a unit. Let's say Civilian named Larz. Players have 0 deaths of Larz before they ever talk to him.

When they first bring their guy to Larz, he tells them a quest, and DC for Larz for that player gets set to 1.

While there is 1 DC for Larz, the player with 1 DC is doing the quest. Let's say the quest is to kill 10 wolves in Larz's backyard. Ok, so then to get a reward here's what you do:

Current Player kills exactly 10 wolves
Current player brings 1 guy to Larz
Current player suffers exactly 1 death of Larz

= Blah blah blah reward is given and set deaths of Larz for current player to 2.

Then you can even make a second quest from Larz, and this one the player can only do after the Gigan Spider is defeated. That's doable.

Enemy computer has suffered at least 1 death of Gigan Spider
Current player has suffered exactly 1 death of Larz
Current player brings guy to Larz

Larz tells the quest and DC is set to 3.

You can do this forever, or until you run out of strings =)



None.

Jun 24 2009, 5:22 pm UnholyUrine Post #15



Lol "Larz" ..
I'd kill myself if I was named Larz ...sounds... FAt .. like Lard ... :P



None.

Jun 24 2009, 5:52 pm Echo Post #16



Quote from Bolshevik
Quote from Echo
Don't use switches. It limits you in so many ways and can get confusing. Use death counters.
Could you list a link or describe how switches limit you? Because you can use switches to randomize and death-counters can't.
It would add some bulk to your argument to help persuade this user in question...
Well first of all there is only a certain limit of switches. Also, switches get disarranged in scmdraft 2. Death counters has more options. How are you going to say it can't randomize?



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Jun 24 2009, 8:11 pm poison_us Post #17

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Bolshevik means switches can randomize with the selection "random" [instead of set/cleared/toggle]. The triggers are still limited to on/off, which is the basis behind games that feature a "random" unit choice. I think he's pointing out you can't have a trigger telling SC to assign a random value to a player's death counts.

Unless you can use EUDs to do it, then it's possible. Don't quote me on EUDs though...I know nothing about them besides they're too hard for me...

Echo, what do you mean about "switches get disarranged in scmdraft 2."? Does that mean sometimes the switches you want sometimes won't work in SC?




Jun 24 2009, 8:29 pm Echo Post #18



Quote from poison_us
Bolshevik means switches can randomize with the selection "random" [instead of set/cleared/toggle]. The triggers are still limited to on/off, which is the basis behind games that feature a "random" unit choice. I think he's pointing out you can't have a trigger telling SC to assign a random value to a player's death counts.

Unless you can use EUDs to do it, then it's possible. Don't quote me on EUDs though...I know nothing about them besides they're too hard for me...

Echo, what do you mean about "switches get disarranged in scmdraft 2."? Does that mean sometimes the switches you want sometimes won't work in SC?
Are you serious? When did I ever state that I didn't know about switches?

There are ways of randomizing death counters through triggers.

The definition of arrange means to put in a specific order. What would disarranged mean?



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