Jump to content

Search the Community

Showing results for tags 'mission mod'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Dune Games
    • Emperor: Battle for Dune
    • Dune 2000
    • Dune Editing
    • Other Dune Games
  • General Discussion
    • Duniverse
    • General
    • Gaming
    • Fan Fiction
    • Technical Issues, News, & Reviews
    • Politics, Religion, & Philosophy
  • The Terminal
    • Railroad Tycoon 3 Discussion
    • Railroad Tycoon 2 Discussion
    • The Terminal General Discussion
    • The Terminal News
  • Hosted Sites
    • Arrakis
    • Shiroko's FAQs

Categories

  • Emperor: Battle for Dune
    • Fan Maps
    • Official Map Packs
    • Editors
    • Modifications
    • Patches
    • Video
    • Audio
    • 3D Screenshots
    • FAQs
    • Wallpaper
    • Misc
    • Soundtrack
  • Dune 2000
    • Patches
    • Audio
    • Fan Maps
    • Trainers
    • Modifications
    • Editors
    • Savegames
    • FAQs & Help
    • Misc
  • Dune II
    • Audio
    • Patches
    • Editors
    • Programs
  • Dune Editing
    • Emperor Mods
    • Mod Music
    • Modifications
    • Utilities
    • Games
    • Documents
    • Other Game Modifications
  • Other
    • FED2k Newsletters
    • Fan Art
    • Audio
    • Themes
    • News "Extras"
    • Projects
    • Articles
  • Dune Generations
    • Video
    • Video Demo
    • Misc
  • Dune
    • Misc
    • Audio
  • The Terminal
    • Railroad Tycoon 3
    • Railroad Tycoon 2

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

Found 1 result

  1. Hey. I,ve searched many topic's for a answer about how to use flags in the Dune2000 Maps and Mission Editor. I Use the D2k Maps and Mission Editor to create Dune2000 Missions. I can not figure out how to use flags in the editor. I tried to understand how the Events&Conditions>>Create Events>>Harvester Replacement does work. My Question below the Event Description: If I create that event for Harkonnen on Event #1 and ConditionType #1 it creates: Event: Position: Player: Contents: Conditions: #1 Reinforcement >> 0,0 >> Harkonnen >> None 1: 1x Harvester >> [x0]Base Destroyed(Harkonnen), [x1]Units Exists(Harkonnen Harvester), [2]Timer(%500), [3]Flag() #2 Set Flag >> >> >> 3 = False >> [x0]Base Destroyed(Harkonnen), [x1]Unit Exists(Harkonnen Harvester), [2]Timer(%500), [3]Flag() #3 Set Flag >> >> >> 3 = True >> [1]Unit Exists(Harkonnen Harvester), [3x]Flag() Conditions in event: #1 = [x] 0 - Base Destroyed (Harkonnen) [x] 1 - Unit Exists (Harkonnen Harvester) [ ] 2 - Timer (%500) [ ] 3 - Flag() #2 = [x] 0 - Base Destroyed (Harkonnen) [x] 1 - Unit Exists (Harkonnen Harvester) [ ] 2 - Timer (%500) [ ] 3 - Flag() #3 = [ ] 1 - Unit Exists(Harkonnen Harvester) [x] 3 - Flag() Event Properties (Event 0) #1 Event Type -> Reinforcement Player -> Harkonnen Position -> 0 0 Deploy Action -> None Event properties (Event 1) 2# Event Type -> (19) Set Flag Set Flag -> 3 >> False Event Properties(Event 2) #3 Event Type -> (19) Set Flag Set Flag -> 3 >> True Condition Type: Player: Contents #1 >> Base Destroyed >> Harkonnen >> #2 >> Unit Exists >> Harkonnen >> Harvester #3 >> Timer >> >> %500 #4 >> Flag >> >> My question: Can someone explain this event to me. what does the flag do. How can i use flags in other events and different conditions. How can i use flags to (as example) create a reinforcement drop from a house that will be launched 2 times with a delay of 120 seconds and 60 seconds between the 2 launches when a area is revealed or when a harkonnen starport does exist. In my Missions i want to add events that will trigger when a Tile or Area is revelead (i dont know how to select a area or tile) , a building does exist (until it is destroyed,) , a unit does exist until it does not exist, Casualties from a certain house is made by a certain player or house, all buildings from a certain type - owned by a house is destroyed, Spice is harvested, After a [X] couple of times or after a certain amount of time. I thought it kinds of work like: After 8 Minutes [Interval>12000>1>1] >> A Flag [Event Type #1>(19)Set Flag>1>True) And [Event Type #2>(19)Set Flag>1>False) >> The flag that triggers to [True] when 8 Minutes has past, And that triggers to [False] before 8 minutes has past. >> And some events [Reinforcements],[Starport delivery's],[Unit Spanws],[Tile/Area Reveals] That will be triggered when the Flag [#1] turns True >> Events that trigger when Flag #1 is False until Flag #1 Turns True. >> Example: House Harkonnen starts with $2000,2x Power Plant, Outpost,Barracks,And 1x Engineers --- House Ordos starts with $5000,2x power plant, outpost,Barracks --- House Atreides starts with $5000,a construction Yard, 2x Power plant,Repair Pad,Heavy Factory House Harkonnen locates the Atreides Construction Yard and steals the Atreides Construction Yard. House Harkonnen Receives $2000 spice and a reinforcement arrives with 4 troopers and a trike. Bulding Exist>Harkonnen Construction Yard, Some Events Has now be triggerd. Every 4 minutes 5 times: Ordos receives a Reinforcement (Interval 1>6000>5) with 3 troopers and 2 readers that will hunt for harkonnen. Atreides builds a MCV and build forces, build a Atreides Refinery and receives every 2 minutes a reinforcement (Interval 3000>3000>5) When the Atreides Refinery exist (Building Exists>Atraides>(A) Refinery) the Ordos also Receives every 2 minutes a reinforcement, 3 times. The Harkonnen build there base And units and they build a StarPort (Building Exists>Harkonnen>(H)Starport), Then a couple events trigger. How to do this with flags. How to do this without flags. i noticed that there is no Dune2000 D2K Map And Mission Editor Tutorial around somewhere, I think many beginners can use a tutorial. I Hope someone can answer my question. Thanks
×
×
  • Create New...