You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by Yeebaagooon, nottud

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Helpful Hints for Scenarios
posted 22 December 2003 08:24 PM EDT (US)   
Alright. In my recent observations, I have noticed a lack of creativity in a lot of games that are made. Note: I said lack of creativity in a lot of games, not all of them.I have decided to post this topic as a list of some helpful ideas for scenarios, including some trigger systems. I hope some people will post some good tips.

AOM:TT RPG Level Up Trigger System: Note: This system was inspired by someone else. I cannot remember their name but I am giving them credit anyways. Monty Python also gets credit for telling me how to put a Quest Var in a Message.This will be a level up for every five kills and level up for upto 120 kills.


QuestVarLevelUp - Active - NonLooping

Conditions:

Always

Effects:

Quest Var Set - Quest Var Name: "P1Level" Value: "Zero"

OddKillLevelUp - Active - NonLooping

Conditions:

Player One Stat Value Total Kills == 5
Player One Stat Value Total Kills == 15
Player One Stat Value Total Kills == 25
Player One Stat Value Total Kills == 35
Player One Stat Value Total Kills == 45
Player One Stat Value Total Kills == 55
Player One Stat Value Total Kills == 65
Player One Stat Value Total Kills == 75
Player One Stat Value Total Kills == 85
Player One Stat Value Total Kills == 95
Player One Stat Value Total Kills == 105
Player One Stat Value Total Kills == 115
Condition Logic: OR Checked

Effects:

Disable Trigger = "OddKillLevelUp
Fire Event = "EvenKillLevelUp"
Fire Event = "LevelUpMessage"
Fire Event = "LevelUpUpgrade"
Quest Var Modify - "P1LevelUp" Add"1"

EvenKillLevelUp - InActive - NonLooping

Conditions:

Player One Stat Value Total Kills == 10
Player One Stat Value Total Kills == 20
Player One Stat Value Total Kills == 30
Player One Stat Value Total Kills == 40
Player One Stat Value Total Kills == 50
Player One Stat Value Total Kills == 60
Player One Stat Value Total Kills == 70
Player One Stat Value Total Kills == 80
Player One Stat Value Total Kills == 90
Player One Stat Value Total Kills == 100
Player One Stat Value Total Kills == 110
Player One Stat Value Total Kills == 120
Condition Logic: OR Checked

Effects:

Disable Trigger = "EvenKillLevelUp
Fire Event = "OddKillLevelUp"
Fire Event = "LevelUpMessage"
Fire Event = "LevelUpUpgrade"
Quest Var Modify - "P1LevelUp" Add"1"

LevelUpMessage - InActive - NonLooping

Conditions:

Always

Effects:

Message : Congradulations Player One, you are now level "+trQuestVarGet("P1Level")+"!

LevelUpUpgrade - InActive - NonLooping

Conditions:

Always

Effects:

Any kind of upgrade for your unit you want.


AOM:TT RPG Run/Walk System:

QuestVarSpeed - Active - NonLooping

Conditions:

Always

Effects:

Quest Var Set - Quest Var Name: "P1Speed" Value: "Zero"

WalktoRun - Active - NonLooping

Conditions:

Quest Var Check - "P1Speed" == "0"
Chat Contains - "Run"

Effects:

Modify Protounit - Whatever unit is you unit - Speed +1
Quest Var Modify - Quest Var Name: "P1Speed" Value: "1"

RuntoWalk - Active - NonLooping

Conditions:

Quest Var Check - "P1Speed" == "1"
Chat Contains - "Walk"

Effects:

Modify Protounit - Whatever unit is you unit - Speed -1
Quest Var Modify - Quest Var Name: "P1Speed" Value: "-1"


AOM or TT Cinematic Block Hint:

If you have an area in your new game that just isn't very interesting, the first thing you should do is place some cinematic blocks in that area. This are null items that can't be seen by the other players. Perfect. Use the change unit type effect to make them something when the playere gets in the area. One thing you can change them into is a meteor. That can suprise the player.

If you want to have a meteor in the story line, place two cinematic blocks right next to each other. Change one into a Meteor and the other into smoke. Maybe you'd like to have random things appear during a fight. Well place these all over the battle field and change them into creatures. Be sure to convert the creatures to the enemies side though.

All sorts of possibilities are...well...possible with this unit. Use it often to spice up your scenarios.


"War does not determine who is right, only who is left." - Bertrand Russell
"Things are more like they are now than they ever were before."
- Dwight D. Eisenhower

[This message has been edited by CodeLabMaster (edited 12-23-2003 @ 05:48 PM).]

Replies:
posted 23 December 2003 04:27 AM EDT (US)     1 / 8  
Errr....... handyż?
posted 23 December 2003 09:30 PM EDT (US)     2 / 8  
Does anyone find this guide useful at all?

"War does not determine who is right, only who is left." - Bertrand Russell
"Things are more like they are now than they ever were before."
- Dwight D. Eisenhower
posted 23 December 2003 10:34 PM EDT (US)     3 / 8  
Hmmmmm, and this works you say?

Make a template or demonstration scenario of it and I can make this into a pretty good article.

Actually this is quite clever, I gave it some thought and didn't realize you could use the OR logic and save yourself the effort of making another 20 triggers.

Very good, however I'm wondering of the OR logic works online? Or if it'll cancel out like some other triggers that don't work online

Because if it does I've been meaning to make a re-make of Magic Mats for AoM, and this would save me precious huge amounts of time if it works.

Very good, and very advanced article nice job.


CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----
posted 23 December 2003 11:24 PM EDT (US)     4 / 8  

Quote:

Does anyone find this guide useful at all?

This sounds pretty nifty, and goes well with the tons of new RPG systems coming out these days.

One more for phantom, I'm in yet another signature, although less glorious then the other ones...

[This message has been edited by Phantom_rider (edited 12-23-2003 @ 11:30 PM).]

posted 24 December 2003 05:15 AM EDT (US)     5 / 8  
Yes, yes yes, I found it very handy, ^goes up to AOMH articles and looks at the quest var guide again...^
posted 28 December 2003 11:16 PM EDT (US)     6 / 8  
Ok Cheezy, I'm making one right now. In the mean time, anyone who has helpful hints or would like a trigger system or something just post.

"War does not determine who is right, only who is left." - Bertrand Russell
"Things are more like they are now than they ever were before."
- Dwight D. Eisenhower
posted 29 December 2003 00:23 AM EDT (US)     7 / 8  
very nice CLM

Fly, you fools! The Zman cometh!
"And a mighty TSUNAMI swept them all to sea..."
posted 17 February 2004 11:17 PM EDT (US)     8 / 8  
shouldnt this get sticky?

Auron: || Aurons Site || Aurons AoM:TT Creations || MY POETRY WEBSITE ||

[This message has been edited by auron 2 (edited 02-17-2004 @ 11:18 PM).]

Age of Mythology Heaven » Forums » Scenario Design » Helpful Hints for Scenarios
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Mythology Heaven | HeavenGames