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  1. Some scripts, if they are really complicated, can be painfull. I remember once I tried a map with a very elaborated script envolving having less than 1000, bewteen 1000 and 1500, bewteen 1000 and 7000, bewteen 6500 and 7000, and over 7000. It turns out to be imposible, but even the basic version and the multi-triggers (if it reach <1000 - 1000-7000 or > 7000 multiple times triggering multiple times BUT also having in consideration another building without overlapping 2 messages at once. Took me really a long long time to make it work. So I understand you. Oh yeah, I notice this thing too. Write this part here, he will read it and add it if possible. https://forum.dune2k.com/topic/28587-map-and-mission-editor-v14-release-candidate-full-of-improvements-and-new-features/ I rarely use it, although maybe one reason was for the notes not sticking to an specific condition; but if you know you are going to use it right now often tell him. Yeah, the "no MCV - No base/building" it's something I encounter a few times, sometimes even for enemies. You can slighy alter (or maybe you can't) your map by adding other units like an infantry or, if it is about non-combat units, an eengineer, pretty harmless. you add "no MCV" = you loose. unit destroyed + based destroyed = you loose, so the engineer should be alive preventing the loose. To chain events; were have been using reinforcements working this way. Imagine you step into tile revealed number 1; you tied a "area to deploy discovered..." line, and at the same time you drop a combat tank, an infantry, a missile tank or whatever unit for the player or the AI, one that doesn't exist on your map (and you are sure the AI cannot build it). The carryall will take 5-10-20 seconds (depending on the position on the map) to drop that unit. So you add a new condition "combat tank exist". so, you add another event that ask for this combat tank, when this combat tank exist, a new line triggers "...now use your MCV and build a base". If you need a third line it's the same event, make a new unit, a siege tank for example, to appear. Sometimes I make it "offscreen" with an AI that it is not present. I make sure they are far enough to nobody to fight them, like this. Unreachable area, Any AI present it's ally with them, so that active AI will don't try to attack it (and that group can be neutral, so they don't move), and, because the fog or war, player won't ever know they were units there. On this imagen I set 5 chained messages, but you can make any other kind of chained triggers. I don't know if this help with your problem. That screenshots it's from "The origin of the mercenaries - mission 1" if you want to check yourself; on that map on the first message the Harkonnen tells you to "stop moving", because they are still enemy, after the 3º message, they agree for you to work with them and turn ally, but again, that happen at the third message, not as soon as you step into the specific tile. MCV trigger too, I just did it. Keep in mind that the MCV only has a very small sight. if the specific tile it is not revealed the thing won't work. if the area your MCV enter it is 5 tile wide, you may need to adad 3 tile revealed, then you can for example make a flag true and showing the message based on the flag (to avoid the same message multiple times). This way: Notice the tile revealed are separated by only 2 tiles, so those 3 are to cover 1 entrance. When an unit reveal either of those 3 (because if it was a small sight radious you can miss it, so this way you cover a 7 tile wide entrance), any of them, whatever you reveal first, makes flag number 3 as true And if flag number 3 it's true, then the message triggers (only once). <-- tested right now and works. so this set up totally works. Message, reinforcements or whatever you need. Note: this won't work: The message will pop up 3 times, if the 3 tiles are revealed. For multiple entrances, you may use different flags to be true. Like this: 2 first "tile revealed" are covering the bottom part of the entrance. if you unit goes there, flag nº 4 goes true, so it triggers "Bottom part discovered" message. If later (or first) you go from the right area, you will step into tile 38-3 or 38-7, flag 6 will turn true, and that will trigger "right side discovered". Now, if you want to only trigger the one you step first "bottom or right", but not the other, you need yet another flag., but I won't enter there unless you really need it. Just remember, the MCV has a very low sight, if you create an entrance like this, you will need several tile revealed ones, or you can miss it. with a 2 wide vision you need to place as many if you want to be 100% sure that the MCV will reveal at least one of them, (well, I think even with 3 well situated you can still do it, or you can even place a piece of rock just to force the MCV to move 1 tile to the left, enough to be impossible for him to miss the mark). I hope all of this helps you.
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