Making A Map---Events

The old Heroes games developed by New World Computing. Please specify which game you are referring to in your post.
User avatar
Khelso
Leprechaun
Leprechaun
Posts: 8
Joined: 28 Mar 2006

Making A Map---Events

Unread postby Khelso » 14 Apr 2006, 21:59

I'm making a map based on the game "Dark Age of Camelot."

How would I make an event that would only happen once, but not repeat

ie. Hero walks over a bridge. (EVENT) And the event never happens again.

Placed Event? Triggerable? Continous? I know it's not Timed :)

User avatar
Kalah
Retired Admin
Retired Admin
Posts: 20078
Joined: 24 Nov 2005

Unread postby Kalah » 14 Apr 2006, 22:09

Placed event.

To make sure the script only happens once, add the "Remove script" at the bottom. Then, after the script has run, it is removed and never happens again.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

User avatar
wimfrits
Round Table Knight
Round Table Knight
Posts: 2050
Joined: 06 Jan 2006
Location: Utrecht, the Netherlands

Unread postby wimfrits » 14 Apr 2006, 22:11

And to add that 'remove script' at the bottom, start the script (on the 3rd tab of the placed event) with SEQUENCE. That allows you to do multiple actions in a row.
Are you suggesting coconuts migrate?

User avatar
Khelso
Leprechaun
Leprechaun
Posts: 8
Joined: 28 Mar 2006

Unread postby Khelso » 15 Apr 2006, 15:02

Antoher Question Now,

How do I eliminate terrain underground. Like just narrow tunnels. Instead of a lot of open space.

User avatar
Kalah
Retired Admin
Retired Admin
Posts: 20078
Joined: 24 Nov 2005

Unread postby Kalah » 15 Apr 2006, 15:09

Choose which type of walls you want: Cave or Stone. Then take a large brush and "paint" the whole underground with it. Then open up the narrow tunnels in the positions you want.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

User avatar
Khelso
Leprechaun
Leprechaun
Posts: 8
Joined: 28 Mar 2006

Unread postby Khelso » 16 Apr 2006, 18:20

When completing a quest, how do I set a "Marker" to let the quest know how to delete that Marker.

User avatar
Grumpy Old Wizard
Round Table Knight
Round Table Knight
Posts: 2205
Joined: 06 Jan 2006
Location: Tower Grump

Unread postby Grumpy Old Wizard » 17 Apr 2006, 08:34

Set a variable.

For example:

Set (variable) FoundFrog to (new value) 1

If there are multiple stages in the quest that can be done in a nonlinear fashion, you can increment the variable.

For example:

Set (variable) AltersDestroyed to (in the new value box select plus) AltersDestroyed (in the plus box put) 1.



GOW

User avatar
Kalah
Retired Admin
Retired Admin
Posts: 20078
Joined: 24 Nov 2005

Unread postby Kalah » 17 Apr 2006, 11:59

Or you can simply have the quest script delete the object. Use a dynamite.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.

User avatar
Khelso
Leprechaun
Leprechaun
Posts: 8
Joined: 28 Mar 2006

Unread postby Khelso » 18 Apr 2006, 16:22

Can you delete creatures with I'm assuming, "Editor Bomb"?

User avatar
Robenhagen
Admin
Admin
Posts: 1247
Joined: 21 Nov 2005
Location: Aarhus, Denmark
Contact:

Unread postby Robenhagen » 18 Apr 2006, 21:02

No, creatures can't be bombed off. You'll need to put a combat script on the creature stack.


Return to “Heroes I-IV”

Who is online

Users browsing this forum: No registered users and 2 guests