I was bored so I made another one, Tempus company for the win.
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Aug 18, 2010Posted in: Artist Tavern
I haven't been able to make a decal as a mod and attach it, but I have been able to import a dds, name it for a already set decal, like campaign_decal_0001_01.dss and then set that to the player decal, and it works fine.
Aug 11, 2010Posted in: Team Recruitment
Nicely put, I too would consider the same, that is I think the idea of working on an ORPG would be fun, though I do have to say I am working on a couple small projects and so not only am I not the best coder as the guy above me said, but I might not have the time that I think I will. But if you would like some help at least getting started, then great. If so you can PM me here, or for faster responses email at Dtime35@gmail, which is also my gtalk name.
Aug 10, 2010Posted in: Tutorials
So I have been working on what conversations are and how to use them, this is what I have working.
First off what I know of conversations is it is a data set that allows grouping of lines of text to be displayed, along with actions, and states.
First off if you goto the data editor >> conversations you will see that there are some already there. Add a new object and called it whatever. There is a drop down called conversation, within that there are many choices, the only ones I have messed with are generic and mission.
Once you have a conversation made, goto the drop down for the data editor again and goto conversation states. In here make a new object. Just name it and click ok.
Now that you have the two new objects you need to set up some lines etc. First off go back to the conversation object you made and click it. On the right, (if you have all the data displayed in table view, etc), you will see multiple fields, just double click on any one with the + at the end and it will open a new window. This is the window where you add everything.
In the new window right click the empty space and click add new group. This adds a new folder to contain lines and other options. Under the first tab is text, this is just the name of the folder/group. Under selection tab, I have no clue there, Camera I assume is to attach it to a camera. Conditions are how to control the flow, see below.
Right click the group and add a line. The first tab under line when clicked is text, that is what is displayed on the screen as a text message. There is also options on that tab for facial animations and text tags, I haven't messed with those. The next tab is sound, here you can set sounds to play when that line is displayed, mainly for voices, I haven't done that either. I also just left animation and camera alone for now. Under Conditions and Actions is where choices come into play, look below for that info.
You can also right click and add a Choice, this allows you to use conditions and actions to control flow more, in this case to jump to a new group of lines.
Ok so conditions and actions: These are controlled by states, what you setup after conversations. So go back to Conversations states and click the object you added. On the right, double click the indices field. A new window opens. In the new window right click and select add. In this new window Set an id and a name for this state. The rest of the tabs allow more control, but once again haven't done that yet, will mess more later. So click ok. Now double click info names field on the right. In under the first whit box right click and hit add value twice. Each time adds a new default value field, which is tied to those tabs in the indices. The one to worry about here is Value. Click it and in the second white box right click and hit add. This adds a value state or another words an integer. So add things for checks, like AcceptedMissionQuest1, DeclinedMissionQuest1. Click ok now.
Now that all that is set up go back to conversations. Click the object you made and open that window, clicking on any + field.
Now that we have states you can open the data fields for the group and under condition set things like, AcceptedMission under this State is equal to 0. That way that everything under it wont be displayed if AcceptedMission equals 1. Then in the data fields for the lines you can do similar with conditions and actions.
What I have done is make two groups, one for Quest 1 Mission and one for Quest 1 Accepted. In the first group is lines describing the mission, and a choice called accept that has condition accepted == 1. The action choice jumps to the second group of lines if that condition is met. This can be done with out the choice and just making the condition for the second group as accepted == 1. This other group has lines for when the mission has been accepted.
All of this is called via triggers. In this case:
Event: Unit Selection - Any Unit is Selected by player Any Player Action: Conversation - Run RPGConvQuests conversation for (Player group(1)), allowing Simple Skipping, and Wait until done
As you can see I don't care about player owner at the moment.
To cause the group of lines to change, you can do any type of trigger such as Dialog button clicked, user types chat string, etc.
In the actions here, u can just put dialog button click == accept button, set 'name of state'.Accepted == 1
This will make it so when the user is reselected it give a new response, not the best method, the selection thing, but it works to a degree, they have to deselect and select again though.
So that is my tutorial for now on conversations, there will hopefully be more soon. What I have talked about will allow users to make a conversation object with groups of text lines that can be called based on states. These lines will then be display as text messages, in the order you selected in the group options.
Aug 10, 2010Posted in: Galaxy Scripting
So I think I have figured out conversations to a degree. From looking over the ones that were in there already, it looks to be a container for sets of lines. In this case a folder holds all lines for some action. You can call these lines from a trigger and display them. Within the folder options for the lines you can pick if the lines are in order or random. You can also set states using conversation states, also under data editor. The state holds multiple values in which you can call like a variable. This allows you to set a condition on the folder to check a state is so and so value, if it is then it will display the lines, if not it won't. You can also set up a Choice within the Folder to allow changing of folders based on states without having to call a new trigger.
There are many things I still don't know and will look into them. I will try to make a tutorial over what I have.
Aug 8, 2010Posted in: Team Recruitment
Hello, I am looking to help out somebody/team with a map. My skills mostly pertain to triggering, though I can do terrain(just dont like to too much). I have worked with warcraft's III editor for a long time and have also messed around with galaxy editor some already. I have made some simple functions and simple systems.
If you are looking for someone though please do contact me, and explain what you need. You can contact me here, or for faster responses to Dtime35@gmail.com
I am currently working on a few projects now, if it turns out that I have more time then I think I will update this again.
Aug 7, 2010Posted in: Galaxy Scripting
Ok with the pick all units in trigger on of the value is what to allow or exclude. I am wondering is there not a way to allow only structures but not anything else? From what I can find it doesn't have a preset or anything for that, and I wouldn't know the custom script.
Aug 7, 2010Posted in: Galaxy Scripting
So as some might have seen I have been working on functions, mostly learning about them, and still am. But I posted some maybe semi useful functions/libraries here: Other Post but I am wondering, What do other want to see as functions and libraries?
I ask because I rather not aimlessly make functions without some end use, this way I can learn and help at the same time. Please do tell me what you might like to see.
Aug 5, 2010Posted in: Trigger Libraries & Scripts
So I decided to start making some libraries that might be useful to others in the long run, I have no clue if other made this or not. I have attached a map that has them in it, plus test triggers, etc. Tell me what you think.
OK so I have decided to focus on functions that might be useful in a tower defense. The following are in the above map now:
- Function to create a basic leaderboard, with listing of active players, titles, count of kills, and count of lifes. (returns leaderboard pointer variable)
- Functions to update the leaderboard kills and lifes made with the above function
- Function to create a periodic timer and window for it (returns timer pointer)
- Function to Spawn Units, given the unit type, amount, owner, start region, and end region. It will not only create the units but move them between the given regions
- Function to Sell a unit, it still requires an ability event, but will sell unit given percent to sell at
- The last function is a test on for RPGs, it creates Dialog over units heads when clicked.
Look over the triggers to see how I used the functions and what data I gave it. Though there is alot more you can do with some of those, like the spawn unit. You could send an unit type array and increment the index each run, and the spawnunit function would spawn the next type each time.
P.S. Forgive the spelling mistakes in the map, I wasn't caring to much about them. And tell me if there are other functions you can think of I can't.
Jul 31, 2010Posted in: Project Workplace
So I have an idea for a map, but my skills within making it are limited, I did work with warcraft III's editor but this new one is confusing me to no end.
But on to the idea.
So here is the many theme/idea: A Steampunk OPRG and Town Simulation
What I mean by the above is that the theme is steampunk, with what I see right now as two races, humans and mechanicals.It would be an open roleplaying game in which there would be cities, ruins, land, etc to explore, fight, level, etc. The simulation part would be where you would be allowed to make a village/town and make it your base. This would allow economic gains and a place to heal and make items(Crafting would be a system).
Now for the bullet points:
- Train system for fast travel
- Cities would be decent size where you could craft, get units, heal, get new recipes, the like
- Towns would be smaller cities that you can make yourself and would have benefits to making
- Dialog system for npcs
- Air/Zepplin system for travel
- Dungeons would be things like Underwater ruins, sewers, old factories.
- Would be a crafting system to make new towns and to make weapons, armor, etc
- Could pick from both races for hero, which effects options for towns, crafts, etc
Those are just some of the things I thought of and I am sure there are many more.
What I want to know is if this sounds like a good map to make, if it seems feasible, since it would need new models etc and thus might make the map size to big for multi, if that is the case then it would have to be made into a mod/campaign setup. And what are your ideas?
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