To increase the quest limit, you must to increase the loops limit. I will release a new version this evening (GMT+1). I'll add constants to "easily" increase the current limits, and solve several problems/bugs founded by people :)
One of these problems/bugs is the kill requirement (Thx for the "Hostile Kill requirement" bug, i will solve that :).
PS: Some of actual functions will be deprecated with the new version (1.1):
Define Progress Text for Quest Id.
Define End Text for Quest Id.
You must also define on the next version the manner to talk with units in your triggers.
Create an effect to the Object Editor. The type of this effect must be "Edit Unit". Set a name for this effect.
Go to trigger editor. Create a trigger with as event Map Initizialisation, use the function
Game-Constant-SetExperienceEffectConstanttoValue.
Set Value to this created effect. The system needs an effect base to give experience to units. Use this effect only for this application, because the Give Experience function makes change into this effect.
Quote:
but when ever I start/view a quest, I get some errors
Ah, ok. It works now. I only have one more question, does this/will this work with 2 people?
The Quest Log works for 16 players. If you have for example 5 heroes controlled by the same player, each hero can take the quest, but the quest is player-sided (not unit-sided).
By the way,requirements for a quest can be done by any units controlled by the player.
If a quest offers experience or items rewards, only the hero who ends the quest earn experience and items.
All quests are same for all players.
In the version 1.1, you will be able to lock manually quests for some/any players.
Looks really slick, to bad the localization wont let me look at the triggers :(. When you make it into a Lib, one thing I suggest, instead of having the Book Quest in the main menu section, just have a Button (Dialog button) on the screen, makes it easier to access. Can't wait 'til it's finished.
This is the second suggestion about the Quest Log.
In the next version, the function
(Internal)Dialog-ShowtheQuestLogforPlayer.
will be available for users and the system will not add a button on the Menu panel.
The QuestLine library will be available on 2 versions :
Normal version. Stack Library included and implemented.
What is the problem ? Just put your hidden skills to the 4th command card, without allow the user to access to this pannel 4. The skill Will be on the command card, but hidden for normal users.
I'm trying to make something very easy. This is an example of the functionnalities :
1.) The Mod includes Campaign module. Useless to import Campaign module.
2.) Add the dependancy Virtua SC2 Racing to a new map.
3.) Choose between all environment named "Racing".
4.) Create your map. You can launch your map immediatly, but some errors will occurs.
5.) Create the race with doodads. When you are Ok, go to Region layer.
6.) Create a "Race Line" region to the start line of your race.
7.) Create some regions "Checkpoints" to different points of your race. Be carreful, all information about distance and length are calculated with Checkpoints regions. Don't be afraid to create 3-4-5 checkpoints to your map.
8.) Go to Trigger Editor. You will now define all variables of your race, needed by the module.
9.) Create a new trigger. Event -> Map initialization.
10.) Define all checkpoints and the Race Line regions to the correct variables.
12.) If you have jumps area, define these regions to the correct variable.
12.) Go to the map. Create some points to define intelligence paths for each 3 difficulties (Easy/Medium/Hard).
13.) Define all IA points defined on the map to the correct variables.
14.) You can add some triggers specified for your map, to make an specific ambiance for example.
15.) If you want add other trings to your map, be aware about cars, they are invulnerable, untargetable and have 5 HP. If you want to destroy a car, call the named method "Do Respawn Player". Parameters are (player index -1; vehicule unit destroyed). This method handle the kill and respawn method.
(Need further upgrades to make this method more user-friendly)
16.) All non-pathed regions are travellable by vehicules.
17.) If you want to add cameras views, add these cameras and triggering regions to your map. After that, go to trigger editor and defines specific variables.
By the way, i want this mod can be used by everyone to create racing maps very easily.
I have some problems with the actual Beta Mod system (bugs, etc.)
An Alpha version of this Mod will be released soon, for multiplayer testing.
2 maps will be released for testing this Mod.
All of these released versions are only on EU servers. I hope to find players to export this game on other communities when the project is finished. It's totally not a problem for me :)
About Alpha Version :
Same gameplay as on video (start boost, skid boost)
Random Bonus items appears, but cannot be used (for the moment)
Maps are fixed number of races (for the moment)
Users or computers allowed
Jumps
About WASD controls, it's not the priority. My main priority for the moment is to finish some systems.
2 maps released for Alpha version :
Char Way (Hard) : Same as video, with a new jump.
Snow Invasion (Easy) : Very easy map to try the skidding gameplay. No jumps.
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To increase the quest limit, you must to increase the loops limit. I will release a new version this evening (GMT+1). I'll add constants to "easily" increase the current limits, and solve several problems/bugs founded by people :)
One of these problems/bugs is the kill requirement (Thx for the "Hostile Kill requirement" bug, i will solve that :).
PS: Some of actual functions will be deprecated with the new version (1.1):
You must also define on the next version the manner to talk with units in your triggers.
0
@DoubleElite: Go
A start of tutorial is available here.
You must to define one constant.
Create an effect to the Object Editor. The type of this effect must be "Edit Unit". Set a name for this effect.
Go to trigger editor. Create a trigger with as event Map Initizialisation, use the function
Set Value to this created effect. The system needs an effect base to give experience to units. Use this effect only for this application, because the Give Experience function makes change into this effect.
oO That's surprise me. What kind of error ?
PS: Good evening, it's the night for me :)
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The Quest Log works for 16 players. If you have for example 5 heroes controlled by the same player, each hero can take the quest, but the quest is player-sided (not unit-sided). By the way,requirements for a quest can be done by any units controlled by the player. If a quest offers experience or items rewards, only the hero who ends the quest earn experience and items. All quests are same for all players.
In the version 1.1, you will be able to lock manually quests for some/any players.
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@DoubleElite: Go
About the quest creation problem, make sure you set the Availability flag to true. Does the "!" text tag appears on the overhead of the unit ?
If the "!" text tags appears, make sure your hero have the "Heroic" attribute.
I will make a small tut in the project pages for this evening.
PS: Sorry for the late response :)
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This is the second suggestion about the Quest Log.
In the next version, the function
will be available for users and the system will not add a button on the Menu panel.
The QuestLine library will be available on 2 versions :
Edit: QuestLine Library v1.0 BĂȘta File
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Hi!
I want to present you the QuestLine library, used in this map as an example.
There is a video presenting the library possibilities. (All the example map is played in this video).
Video
Images
Some pictures of the Trigger editor of this map if you are interested:
Public Functions included
All functions are described here.
Features
Links & Download
QuestLine Library Project
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@zenx1: Go
Virtua SC2 Racing
Hiding things are the best things !
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@zenx1: Go
Snow Invasion (VSC2R Alpha) map reuploaded, public, unlocked mode.
If you want to see the mod or the map in the editor, they are available on Curse.
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As i said by MP, the Mod name is "Virtua SC2 Racing" on Battle.net servers. The mod is available for EU servers (all language).
If you want to try a map using this mod, go to SC2 and search "Snow Invasion".
A new version of the mod will be release soon... After the development of my QuestLine library :P
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What is the problem ? Just put your hidden skills to the 4th command card, without allow the user to access to this pannel 4. The skill Will be on the command card, but hidden for normal users.
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@FatMosquito: Go
Localization forgotten... >.<
It's solved. Search "Virtua SC2 Racing (Alpha)" (version 1.1) on EU servers
[Edit] Project created on curse.
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@Galois1: Go
Sorry, i'm on holidays for 2 days :P
I must create the project on curse to add the Mod file and the example map file. I will do that tomorrow ;)
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@rvbber: Go
Sorry :P
It's now public. The name is "Virtua SC2 Racing (Alpha)".
I will create a project in curse to add the first map as an example.
0
Some information about the mod.
I'm trying to make something very easy. This is an example of the functionnalities :
1.) The Mod includes Campaign module. Useless to import Campaign module.
2.) Add the dependancy Virtua SC2 Racing to a new map.
3.) Choose between all environment named "Racing".
4.) Create your map. You can launch your map immediatly, but some errors will occurs.
5.) Create the race with doodads. When you are Ok, go to Region layer.
6.) Create a "Race Line" region to the start line of your race.
7.) Create some regions "Checkpoints" to different points of your race. Be carreful, all information about distance and length are calculated with Checkpoints regions. Don't be afraid to create 3-4-5 checkpoints to your map.
8.) Go to Trigger Editor. You will now define all variables of your race, needed by the module.
9.) Create a new trigger. Event -> Map initialization.
10.) Define all checkpoints and the Race Line regions to the correct variables.
12.) If you have jumps area, define these regions to the correct variable.
12.) Go to the map. Create some points to define intelligence paths for each 3 difficulties (Easy/Medium/Hard).
13.) Define all IA points defined on the map to the correct variables.
14.) You can add some triggers specified for your map, to make an specific ambiance for example.
15.) If you want add other trings to your map, be aware about cars, they are invulnerable, untargetable and have 5 HP. If you want to destroy a car, call the named method "Do Respawn Player". Parameters are (player index -1; vehicule unit destroyed). This method handle the kill and respawn method. (Need further upgrades to make this method more user-friendly)
16.) All non-pathed regions are travellable by vehicules.
17.) If you want to add cameras views, add these cameras and triggering regions to your map. After that, go to trigger editor and defines specific variables.
By the way, i want this mod can be used by everyone to create racing maps very easily.
[ Sorry, french version of galaxyeditor ;) ]
0
Thanks for replies.
I have some problems with the actual Beta Mod system (bugs, etc.)
An Alpha version of this Mod will be released soon, for multiplayer testing. 2 maps will be released for testing this Mod.
All of these released versions are only on EU servers. I hope to find players to export this game on other communities when the project is finished. It's totally not a problem for me :)
About Alpha Version :
About WASD controls, it's not the priority. My main priority for the moment is to finish some systems.
2 maps released for Alpha version :