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Topic Subject: Leon Kennedy's Scenario Guide Part II
posted 08-13-06 07:17 PM EDT (US)   
SCENARIO DESIGN TRIGGER TRICK--A LAND MINE

Welcome to another wonderful lesson in the world of the Star Wars Galactic Battleground Scenario Editor. In my previous segment, we learned about the fine tuning of the storyline. Today we begin using triggers to make the story interesting. Let’s take a look at what the triggers do—read this article. By this point you should have familiarized yourself with the triggers available.

Ok first off today, we will learn how to make mines. And lets not just make ordinary mines, lets make them nice with different difficulty settings. Start by making an area that looks like a mine.



Ok now lets open the triggers. In this case were going to have an Imperial Dark Trooper to control. Hes going to trigger our mine. So I make a tasking trigger over to the mine. And name it-TASK TROOPER. (This part was not necessary, but helpful for demonstration purposes.) As you progress in designing, you will realize the value of naming triggers. Anyway, to continue

Now we make the first trigger.

Trigger--MINE (EASY)

Condition 1: Difficulty Level : {Easy}
Condition 2: Bring Object to Area: {Dark Trooper [Player 1] to mine.}
Effect 1: Create object: {Explosive Trigger [Any Player beside Gaia or 1]}
Effect 2: Kill Object: {Explosive Trigger in that area by that objects owner}
Effect 3: Damage Object: {Dark Trooper [Player 1] Set amount (29)}
Effect 4: Stop Unit: {Dark Trooper [Player 1]}

Ok let’s analyze what we did. First we made the mine to go off on easy. When the Dark Trooper stepped on the mine, we simultaneously created and destroyed the explosive trigger, which makes an explosion. Duh Also the trooper stops, which although not necessary if the trooper does survive the blast, it would be dazed. That makes it more realistic. And it takes 29 points of damage. For easy, that’s okay. Especially if it’s a field to negotiate.

Now lets do the same mine for medium. New trigger.

Trigger--MINE (MODERATE)

Condition 1: Difficulty Level : {Moderate}
Condition 2: Bring Object to Area: {Dark Trooper [Player 1] to mine.}
Effect 1: Create object: {Explosive Trigger [Any Player beside Gaia or 1]}
Effect 2: Kill Object: {Explosive Trigger in that area by that objects owner}
Effect 3: Damage Object: {Dark Trooper [Player 1] Set amount (62)}
Effect 4: Stop Unit: {Dark Trooper [Player 1]}

Ok its, a little more damaging for moderate difficulty. It takes 62 damage, Another random amount. Now let’s make one for hard difficulty.

Trigger--MINE (HARD)

Condition 1: Difficulty Level : {Hard}
Condition 2: Bring Object to Area: {Dark Trooper [Player 1] to mine.}
Effect 1: Create object: {Explosive Trigger [Any Player beside Gaia or 1]}
Effect 2: Kill Object: {Explosive Trigger in that area by that objects owner}
Effect 3: Kill Object: {Dark Trooper [Player 1]}
Effect 4: Stop Unit: {Dark Trooper [Player 1]}

Wow. Now we kill the object. That is hard. Better make sure not to step on a mine.

And of course with a basic mine you can tweak it more. Make a blast radius for all units. Let’s take the easy mine again.

Trigger--MINE (EASY)

Condition 1: Difficulty Level : {Easy}
Condition 2: Bring Object to Area: {Dark Trooper [Player 1] to mine.}
Effect 1: Create object: {Explosive Trigger [Any Player beside Gaia or 1]}
Effect 2: Kill Object: {Explosive Trigger in that area by that objects owner}
Effect 3: Damage Object: {[Player 1] Set amount (19) Area above mine.}
Effect 4: Damage Object: {[Player 1] Set amount (10) 1 square larger than mine.}
Effect 5: Stop Unit: {Dark Trooper [Player 1]}

Now you notice that the mine does only 19. Why make it less? It really doesn’t do less. That object takes 19 + 10 damage for a total of 29, while objects just outside of the mine take 10. A blast radius—oooh, aaaah.

That’s the basics for a mine. Next segment, we will a more advanced topic of the taunt triggers using AI.

[This message has been edited by Leon Kennedy (edited 08-13-2006 @ 10:05 PM).]

Replies:
posted 08-13-06 07:43 PM EDT (US)     1 / 6  
Not a bad guide, LK. Good job.

Admiral Fowler

Fav. Things #8: Canada, 1867 - Present
Were you expecting a funny quote? Too bad. WALUIGI TIME.
posted 08-13-06 07:55 PM EDT (US)     2 / 6  
nice guide!

A+


" Well, I'll go back in time and prevent Ledger from ODing. If the movie is still as acclaimed, then I'll go back again, stop myself from stopping him, and let time proceed normally." - Moff Yittreas
"Map design is what you do in the scn editor, eye candy is the stuff I'm not allowed to link to on these forums." - The Legend
"Someone has to play the asshole in these type of threads." - Blackmoon

+1 Post Count
posted 08-13-06 08:58 PM EDT (US)     3 / 6  
This is good for the newbies. Well done.

-----------:::(=Devious=):::-----------
posted 08-14-06 04:36 AM EDT (US)     4 / 6  
Brilliant guide. Ive been wondering how to do this properly.

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Power Wisdom Courage
posted 08-14-06 04:48 AM EDT (US)     5 / 6  
Don't you die when you stand on a mine?

I would make this one wrong step - gg. That makes it far more interesting. Together with well placed enemies, even smarter placed mines and a nice atmosphere you could give the player a really though challenge. Also very useful for speedruns.

Hmm... nice idea for Part Two, Surface Tension .


B e n d e r s . . . © 2004

ex SWGBH scn designer
ex BFME2H cherub
posted 08-14-06 11:49 AM EDT (US)     6 / 6  
This is great stuff!

For The Empire
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