| Author |
Message |
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Sun Feb 01, 2004 10:40 am Post subject: Warfare Incorporated Editor FAQ |
NOTE!!: IF YOU WANT TO SEE THE CURRENT VERSION OF THE FAQ PLEASE HEAD OVER THE THE THREAD NAMED:
Warfare Incorporated Editor FAQ - Take a look!
THAT IS ALL
Hey everyone! As you may or may not know, I am making a FAQ for the editor. Use this thread to suggest on what should be in it. Many many many pictures will go into this editor, leave that part to me.
I want this FAQ to be as big as possible, so please, everyone suggest ideas!
Mainly there will be six parts.
- Introduction
- Basic functions of the editor( how to place terrain, etc.)
- Definitions of the actions and triggers
- How to do something (basic)
- How to do something (complicated)
- Troubleshooting
The "basic functions" stuff that I can think of:
- How to create a new level
- How to load a new level
- How to create a .pdb of your level(s)
- How to place terrain
- How to place areas
- How to place units
- How to create a switch
- How to create a counter
- How to create a trigger
- - How to create a condition
- - How to create an action
Please suggest anything I could put here!
The Definitions of triggers stuff will have, of course, definitions of the actions and conditions.
How to do something basic
- How to make an ecom
- How to set formal objectives
- How to make the enemy attack
- How to make a bullpup mine
- How to make units guard areas
!!Your idea here!!
How to do something complicated
- How to create a countdown timer
- How to create a death trigger( when andy dies, do this)
!!Your idea here!!
I am hoping to make this FAQ very very very large so it will help even the worst of newbies. So please, everyone in the forum, tell me what you do know, and what you want to know, and what you dont think you need to know but someone else might, right here in this thread and I will add it to the Table of Contents of the FAQ and start working on it.
PS. Of course, anybody is welcome to "submit" pieces of the FAQ to me...
Verdagon @ aol . com
Thanks!
Last edited by Verdagon on Tue Mar 02, 2004 6:33 pm; edited 2 times in total
|
|
Wizard
Established Forum User

Joined: 30 Nov 2003 Posts: 68 Location: Bristol, England
|
Posted: Sun Feb 01, 2004 12:54 pm |
To continue, from this I will creating some 'formal' documentation for release with the game - with spifcode/handmark approval of course.!
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Sun Feb 01, 2004 5:33 pm |
So ur gonna take my FAQ and refine it?
|
|
scottlu
WI Founder

Joined: 15 Aug 2003 Posts: 1773
|
Posted: Sun Feb 01, 2004 11:23 pm |
Thanks Verdagon and Wizard for volunteering. I will mail you both privately to discuss FAQ and documentation.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Mon Feb 02, 2004 8:35 pm |
So, does anyone have any requests on what to put on the editor? Anyone at all?
I need everyone who reads this to gimme some ideas. Without ideas, thisll be a very small "help file".
So... please post.
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Tue Feb 03, 2004 5:45 pm |
Good outline suggested. As far as priorities, I would start with a basic overview, like was given, only about 3 -4 x's bigger. Then add as we get time, and more written. I think most people can figure placing terrain, but might need hints for the concepts and mechanics of Triggers and Switches.
I just got the thing, but I'll start writing if I have a chance.
I'm pretty slow, tho...
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Wed Feb 04, 2004 8:34 pm |
Max Recommended Objects: (Design Limits)
Human Buildings: 39 + unused Computer - 5
Human Mobile Units: 60
Computer Buildings: 52
Computer Mobile Units: 80
Scenery: 100
Persistant Variables:
rank -1 = Challenger, 0 = Newcomer
$demo 0 means registered
$difficulty 1 = easy, 2 = normal, 3 = hard
$grayscale 0 is grayscale, 1 is color
Shortcuts:
Ctrl+V as well as Ctrl-P works for paste (might want to change the edit to show the standard Ctrl-V)
Hold Ctrl while dragging an object to drag a duplicate (wish I knew this one sooner!)
Hey, it's a start 
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Wed Feb 04, 2004 9:35 pm |
Thank you crakerz and Girt! Your help is much appreciated. These will be added to the Documentation...
More! More!
We're on a roll! Lets keep the ideas coming!
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Thu Feb 05, 2004 4:35 pm |
Simple, but a start. This is rather generic (I may be missing some steps), as I've just started using this particular level editor:
Tips on Level Writing:
Write Story*
Write out Triggers needed to make Story happen
Make map
Set units
Then it's sort of backwards:
Set up Areas
Set up Groups
Write Text
Set up Triggers
Tip:
Always have 1 extra Group, Area, Text, etc., so if you go to set up a trigger and forgot to set up Group first, just pick GroupX and go back and establish what GroupX is later (and then start a GroupY for next time).
* Write Story
Most level writers highly recommend writing the entire level out first, including drawing the map out on paper.
Then work through the story noting what Triggers will have to be set to make the events occur.
A methodical approach should result in very few "bugs/errors" and level re-writes.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Thu Feb 05, 2004 5:18 pm |
Thank you Girt! Your ideas will be added!
More! More! Let's keep em coming! We want this FAQ/Documentation to be as large and informative as possible!
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Thu Feb 05, 2004 7:34 pm Post subject: Trigger Info |
I find this Info helpful when blocking out a mission:
CONDITIONS:
Condition: Area contains units
Format: Area ‘area’ contains quantity unit types owned by side
Condition: Comments
Format: Comments: text
Condition: Countdown Timer
Format: Countdown Timer is quantity
Condition: Credits
Format: side has quantity credits
Condition: Discovers Side
Format: side discovers side
Condition: Elapsed Time
Format: Elapsed Time is quantity seconds
Condition: Every NN Seconds
Format: Every quantity seconds
Condition: Galaxite Capacity Reached
Format: side’s galaxite Capacity is reached
Note: Used in the tutorial, but has possibilities!
Condition: GalaxMiner can’t Find Galaxite
Format: GalaxMiner owned by side can’t find Galaxite
Note: Used in the tutorial, but has possibilities!
Condition: Has Upgrades
Format: side has upgrade types upgrades
Condition: Mission Loaded
Note: Use this trigger to set up initial level conditions, such as switches, limits, allies, etc.
Condition: Owns Units
Format: side owns quantity unit type
Condition: Place Structure Made Active
Note: Used in the tutorial, but has possibilities!
Condition: Switch On/Off
Format: Switch is OnOrOff
Condition: Test Persistent Variable
Format: Persistent variable ‘text’ is quantity
ACTIONS:
Action: Allies
Format: side allies with side
Note: A allies to B. Use twice (A to B, B to A) to get reciprocal allies.
Allies can not be targeted/attacked. Allies don’t share sight. Don’t use virtual sides (i.e. Allies/Enemies)
Action: Center View
Note:Use ‘Wait 0’ to force display refresh after using this
Action: Comment
Format: Comment: ‘text’
Action: Create Random Unit Group
Note: Create from unit group list with ‘Random’ box checked.
Action: Create Unit At Area
Format: Build/Spawn unit type at ‘area’ for side with quanity percent health
Action: Create Unit Group
Format: Create Unit Group ‘unit group’
Action: Cut Scene
Format: Cut scene “text”
Note: valid tag: <img image.rbm>
Action: Defog Area
Format: Defog area over ‘area’
Action: Ecom
Format: Ecom(SmallOrLarge w/ MoreOrCloseButton) From character to character: “text”
Note: Use More if you use multiple Ecoms.
SmallOrLarge – refers to the window the ecom is shown in
Small Bottom
Large
Small Top
Character – Large screen shows a picture.
Andy
Jana
Olstrom
Fox
ACME_Security
OMNI_Security
Anonymous
Blank
Action: End Mission
Format: End Mission: WinOrLose
Action: Hunt
Format: Unit unit types of side hunt unit types of side
Action: Jump to Mission
Format: Jump to mission “text”
Note: Immediately jumps to level indicated. Use format “mission.lvl”
Action: Modify Countdown Timer
Format: Stop/Resume/Show/Hide the countdown timer
Note: Each Action must be called separately. Use Start Countdown Timer to set and start.
Action: Modify Counter
Format: Counter ‘Counter’: Set/Add/Subtract quantity
Action: Modify Credits
Format: sides Credits: Set/Add/Subtract quantity
Note: Use Side Properties to set starting amounts.
Action: Modify Persistent Variables
Format: Modify Persistent Variables ‘text’ Set/Add/Subtract quantity
Action: Move Units In Area
Format: Move side‘s unit type from ‘area’ to ‘area’
Action: Preserve Trigger
Note: Triggers are all one-shots! To repeat a triggered action, use this. Can cause loops.
Action: Repair
Set repairing for side OnOrOff
Action: Replicator
Format: Turn side’s Replicator OnOrOff
Action: Set Allowed Units
Format: Set side allowed units to unit type
Action: Set Allowed Upgrade
Format: Set side allowed upgrade to upgrade types
Note: Default is all upgrades are active
Action: Set Formal Objective Info
Format: Set formal objective info to ‘text’
Note: This is the summary below the objectives on the Objectives screen.
Action: Set Formal Objective Status
Format: Set formal objective quantity status to ‘text’
Note: Quantity is the number of the objective (i.e. 1,2,3). You can use whatever language you want for then Status.
Action: Set Formal Objective Text
Format: Set formal objective quantity text to ‘text’
Note: Quantity is the number of the objective (i.e. 1,2,3) This is the actual Objective text.
Action: Set Next Mission
Format: set next mission to ‘text’
Note: Use format “mission.lvl”
Action: Set Objective
Format: Set side’s mission objective to ‘text’
Note: Displayed upper-left of screen.
Action: Set Persistent Variable
Format: Set persistent variable ‘text’ to “text”
Action: Set Switch
Format: Set ‘switch’ OnOrOff
Action: Set Upgrades
Format: Set side upgrades to upgrade types
Note: This must be performed with a Mission Loaded Trigger
Action: Show Alert
Format: Show alert ‘text’
Note: Displayed lower-left of screen
Action: Show Formal Objectives
Note: Show Objectives Screen
Action: Start Countdown Timer
Format: Start countdown timer with quantity seconds and show this string: ‘text’
Note: Use ‘%s” in string for time. Displays in upper-right of screen in mm:ss format.
Action: Wait
Format: Wait quantity seconds
Note: Waits before executing next action
QUALIFIERS:
Note: These are the ones that may not be self explanatory, such as OnOrOff
quantity
At Least - tested quantity is this value or more
At Most - tested quantity is this value or less
Exactly - tested quantity is this value exactly
Note: Enter positive values only! Remember some values, such as credit, change in different increment, so testing for exact values can cause problems.
side
Allies (virtual side)
All Sides
Current Side
Enemies (virtual side)
Side 1
Side 2
Side 3
Side 4
Side Neutral
upgrade types
Advanced HRL
Advanced VTS
Increaed Bullpup Speed
Note: The typo above reflects the editor. Bullpup Speed upgrade isn’t implemented (I think!)
unit types
Note: The groupings below are taken from the Unit Group Window
INFANTRY:
Corporate Raider
Rocket Trooper
Security Guard
VEHICLES:
Broadsword
Bullpup
Cyclops
Dominion
Eagle
Hydra
Liberator
MOBILE UNITS:
Infantry & Vehicles
BUILDERS:
Headquarters
Human Resource Center (HRC)
Vehicle Transport Center (VTC)
STRUCTURES:
Builders &
Galaxite Processor
Galaxite Warehouse
Gatling Tower
Power Generator
Research Center
Rocket Tower
Surveillance Center
ALL: (Shows as Any Unit)
Mobile Units &
Structures
OTHER:
Andy
Fox
Replicator
UNIT BEHAVIOR:
Actions:
Action: Guard
Note: Guards within immediate range of sight.
Action: Guard Area
Format: Guard ‘area’
Note: Unit attacks any enemies in ‘area’ until destroyed. Will sit idle otherwise.
Action: Guard Vicinity
Note: Guards within extended range of sight.
Action: Hunt Enemies
Format: Hunt unit types
Note: Enemies of unit types are chosen at random only. Continues until all are destroyed.
Action: Mine
Note: For BullPup only. Find nearest galaxite and mine it. Continue forever.
Action: Move
Format: Move to ‘area’
Note: Move immediately to ‘area’. May attack on the way.
Aggressiveness:
Coward – runs from danger
Pacifist – will stand there and take it
SelfDefense – will fight if fired upon
Defender – will fight on sight
PitBull – will seek out and destroy
Note: The above definitions are based on my experience, and may be incorrect.
Side Intelligence:
Human
Computer – standard AI
ComputerOvermind – enhanced AI
ComputerNeutral – no AI
Note: The above definitions are based on my experience, and may be incorrect.
This was compiled and typed by hand, so please excuse any errors. Hope this helps!
Last edited by crakerz on Sun Feb 08, 2004 3:46 pm; edited 1 time in total
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Thu Feb 05, 2004 7:40 pm |
Alright! This rocks!! That made the Documentation 2x bigger. Thank you so much crakerz!
We're well on our way. As always, more suggestions and ideas are welcome!
|
|
scottlu
WI Founder

Joined: 15 Aug 2003 Posts: 1773
|
Posted: Thu Feb 05, 2004 10:14 pm |
Wow, that's excellent! Thanks!
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Thu Feb 05, 2004 11:14 pm Post subject: the @ in ecoms |
The "@" will produces several effect in ecoms:
1. Cause a new line
2. Cause a slight pause.
Number two is useful to create several seconds of pause between lines.
by stringing "@" together. Two or more will *not* create extra lines, just
more delay.
BTW, the "@" is the only way I know of to prematurely end a line in
ecom, like hitting the "enter" or carriage return. If you try CTRL-Enter, it
will look like a new line appears in the text box, but ecom will stop
displaying lines at that point.
|
|
DBZ-GOKU-
Mega-Poster

Joined: 15 Aug 2003 Posts: 493 Location: Utah
|
Posted: Fri Feb 06, 2004 10:08 am |
I wouldn't get to ahead of your selves (but you are doing a good job so far), becasue somethings might change (and I hope some things do), like the ability to just select an item and click where ever you want multiple times without having to do copy/paste and or select it every time.
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Fri Feb 06, 2004 10:23 am |
Quote: I wouldn't get to ahead of your selves (but you are doing a good job so far), becasue somethings might change (and I hope some things do), like the ability to just select an item and click where ever you want multiple times without having to do copy/paste and or select it every time.
In a way, you CAN do that. Hold down the CTRL key while you click on an item, then drag the duplicate. It is very fast to create many of a single item this way.
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Fri Feb 06, 2004 1:15 pm |
"Don't get too ahead"
Maybe valid point, but anything we document now is hopefully helping current level writers. I'M reading this stuff!
- Girt
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Fri Feb 06, 2004 1:18 pm |
Posted elsewhere, earlier, by Crackerz
"I've noticed that there are automatic priorities in layering sprites, icons, and textures.
I noticed that if you place several of the same type on top of each other, even though they exist in the editor, only one is translated to the actual level. For example, I placed five galaxites layers, but the Bullpup ate only one."
Verdagon, are you picking all this stuff up from the other posts?
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Fri Feb 06, 2004 6:54 pm |
[quote="Girt"]Verdagon, are you picking all this stuff up from the other posts?[/quote]
I do, as I see them. But I haven't really been able to pick up anything from the last 5 or 6 posts in this thread.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Fri Feb 06, 2004 6:57 pm |
Note to self (I put ALL the suggestions here):
Explain how to string levels together in a campaign
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Fri Feb 06, 2004 7:38 pm Post subject: Creating Structures using Unit Groups |
You might have noticed that you can't create structures using unit groups. Well, you can, but indirectly.
First off, if you are using the Create Unit action, stop. Every time you compile, it will create a group called "cuaa#" (which probably stands for Create Unit Action). Eventually, you will get errors. Use Unit Groups. This will probably be fixed next release, but really, Unit Groups are better.
To use unit groups to create building:
1. Use the Create Unit Action to Spawn or Build it.
2. Compile, then open the Unit Group Window.
3. Select the cuaa group that was created. Wait a beat, then click it again to rename it.
4. Change the Create Unit Action to Create Unit Group, using the group you just created.
A few other notes:
Only one Structure can be spawned into an area at a time. Create a unique area for each structure. The default area size is perfect for this.
To use unit groups for SideNeutral, you must use the same technique as for structures to start the group. Notice that the Side box is blank. Leave it alone. Add more units to the group, if you want.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Fri Feb 06, 2004 10:54 pm |
Thank you for your awesome suggestions 
|
|
SoLan
Very Active User

Joined: 13 Jan 2004 Posts: 183
|
Posted: Sat Feb 07, 2004 5:23 am Post subject: Split large maps/long stories over more than one level |
From the posts in this forum, it seems like some people are having problems making levels that will fit very advanced story lines and also some people think the map size is too small.
If your story is too long or complicated to fit comfortably in one level, or if your storyline requires lots of different map details, consider splitting the storyline over more than one level and linking them (once that becomes possible in the editor) into a multi level mission pack. A very elaborate storyline may make a level confusing for players as well as developers, and splitting the action into "chapters", you can let the player accomplish parts of the overall mission before moving on.
Also having more than one map will let you design new surroundings for further action without having to make it fit with what you made for the beginning of the story. If you have a large map on paper, try cutting it in half and move the action from one half to the other for the next part of the mission. You could have the player finish the level by moving his units out the side of the map, and then enter the next map as if by the same road. Or you could "transport" your player to an entirely different part of the planet for the next part.
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Sat Feb 07, 2004 11:33 am Post subject: Mission Creation and troubleshooting. |
Excellent point, SoLan. Again, you state the obvious that many miss.
I taught programming for many years, and the one point that seemed most difficult for novices was planning. Creating an outline of what you want. Drawing a map of the what the user will see. Listing objectives, communications or advisories, triggers, situations, flags. Only after those things are completed can you actually start to create the logic that drives everything.
I often had students that had great ideas, and created cool looking programs - that didn't work. Because they had no real plan or blueprint, they had no clue how to troubleshoot it.
A few pointers on troubleshooting might be in order here:
Every time you compile, the level is saved first. This means that you must save a MASTER or original copy before you start to troubleshoot, and leave it alone. Otherwise, after many little changes, the mess will be worse that before.
Change only ONE thing at a time. Tempting as it is (especially to amatuers) avoid the "scattergun method" of troubleshooting. Even if you get lucky, you will have no idea what the real problem was, and the answer will be PFM {pure frikkin' magic}. Overall, you'll save time.
If you have a mess, start by narrowing your focus. Delete all triggers but one side's. Then delete one trigger at a time, compiling after each, and testing. Once the problem goes away (ie in most cases, it loads without freezing), then look at the last trigger deleted. If you can't figure it out, post JUST that trigger. That's the beauty of this forum, so many brainiacs out there (like SoLan, Wizard, Scottlu, to name a few) that might just know what the problem is.
During creation, after each step, compile and download. Sure it takes time. Nothing great created by man is done quickly.
1. Create the map, and then compile it. Correct errors.
2. Create the switches used.
3. Create the Unit Groups.
4. Create each sides' triggers, A FEW AT A TIME! Compile and download and test.
An area that has caused a number of problems in my levels and a few others is ecoms. Keep them short, if possible, and avoid non-alpha characters. Some are control characters (such as the @ and []) that will cause crashes.
I have a test level, with just a few areas (I mark them with a bush) and a few troops. I use this to test my logic, a few triggers at a time. (Many of my triggers are interdependent), Once I have the concept, I'll put it into my "real" level.
Okay, I'm off! Hope this helps somebody.
Last edited by crakerz on Sun Feb 08, 2004 3:53 pm; edited 2 times in total
|
|
scottlu
WI Founder

Joined: 15 Aug 2003 Posts: 1773
|
Posted: Sat Feb 07, 2004 11:58 am |
Crakerz, excellent faq material. Thanks!
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Mon Feb 09, 2004 10:57 pm Post subject: Helpful info |
I've found it useful to create a little form or table that lists all the units, their cost to build, replicate, and power consumption. That helps to create the right budget for your missions:
MOBILE UNITS: Build/Replicate
Corporate Raider 550/183
Rocket Trooper 300/100
Security Guard 150/50
Andy (550)/183
Fox (550)/183
Broadsword 450/150
Bullpup 600/200
Cyclops 500/166
Dominion 1200/400
Eagle 300/100
Hydra 450/150
Liberator 600/200
STRUCTURES: Build/Power
Headquarters 0/0
HRC 1000/-10
VTC 1250/-10
Galaxite Processor 1500/-10
Galaxite Warehouse 750/-7
Gatling Tower 750/-10
Power Generator 750/+40
Research Center 750/-15
Rocket Tower 850/-15
Surveillance Center 750/-15
Replicator 0/0
I can then total my Unit groups, planned deployments, desired builds, etc. and calculate how much I need to start with, and how much galaxite needs to be on the field.
Galaxite comes in three shapes, and three sizes. The shapes don't matter, but size always does:
Large: 500 credits
Medium: 300 credits
Small: 100 credits
Last edited by crakerz on Wed Feb 11, 2004 4:55 pm; edited 2 times in total
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Mon Feb 09, 2004 11:02 pm |
Thank you very much, crakerz. It will definitely help with deciding on starting amounts and power generator quantities.
Keep em coming! Your suggestions are "muchly"(as my mom says it, lol) appreciated!
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Tue Feb 10, 2004 3:07 pm |
Crakerz, you rock! That really helps in planning.
Could you, or somebody here, share some insites on how to properly gauge the attacking forces? Philosphy, strategy, calculations?
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Tue Feb 10, 2004 4:35 pm |
How about if the player has >20 attacking units you send a big wave, if not, then small wave. Something along the lines of that would work. Hey I should put that in the FAQ!
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Tue Feb 10, 2004 4:47 pm |
Girt wrote: Crakerz, you rock! That really helps in planning.
Could you, or somebody here, share some insites on how to properly gauge the attacking forces? Philosphy, strategy, calculations?
Girt, do you mean how to set up attack forces, rather than guage them? If so, then yeah, there are lots of ways to do that, including using the $difficulty variable, as well as what verdagon suggested.
I calculate what size forces I want to attack, and in what situations/circumstances I want them to attack. That is important, in that you must allow enough time and credits for the player to defend/counter, but hopefully not by too much.
It is easy to create a level with scads of galaxite, and have a slugfest, with wave after wave of attackers. That can be fun, but stratagy and subtlety are more difficult, and to some, more fun. Limiting the computer/player's buildable units, limiting the amount of galaxite within reach, steering the player into situations, creating multiple ways for level completion, creating or limiting attack fronts, terrain as a player, all this and more is out there!
Gawd, I can hardly stand it. 
|
|
Girt
Established Forum User

Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
|
Posted: Tue Feb 10, 2004 6:22 pm |
[quote="Verdagon"]How about if the player has >20 attacking units you send a big wave, if not, then small wave. Something along the lines of that would work. Hey I should put that in the FAQ![/quote]
Yeah, that's the idea...
So to put it in general terms, set up your attack based on a trigger that looks at how many units the player has?
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Wed Feb 11, 2004 10:51 am |
Sounds like we need a new thread for Strategy Ideas!
Here's a few more for the FAQ (thanks to Scott):
Switches are limited to 16
Areas are limited to 32
Counters and related conditions/commands are going away 
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Wed Feb 11, 2004 9:46 pm Post subject: Negative Logic |
Someone asked why we can't have other logic operators for the conditions, like OR.
Well, we can, if we think about it logically.
Example: We want X to happen (or be ON) if A happens (is ON) OR B happens (is ON).
A=OFF AND B=OFF Then X= OFF
A=ON AND B=OFF Then X= ON
A=OFF AND B=ON Then X= ON
A=ON AND B=ON Then X= ON
So, the ONLY time X is OFF is when A and B are OFF. So, we could write our CONDITIONs as (assuming persistant triggers):
CONDITION:
Switch A is ON
ACTION:
Switch X is ON
CONDITION:
Switch B is ON
ACTION:
Switch X is ON
CONDITION:
Switch A is OFF
Switch B is OFF
ACTION:
Switch X is OFF
Note that we only have three conditions, because if A is ON, we don't care if B is ON or OFF, or if B is ON, we don't care if A is ON or OFF.
If we want an Exclusive-OR (XOR), which means (A or B, but not both) then:
A=OFF AND B=OFF Then X= OFF
A=ON AND B=OFF Then X= ON
A=OFF AND B=ON Then X= ON
A=ON AND B=ON Then X= OFF
CONDITION:
Switch A is OFF
Switch B is OFF
ACTION:
Switch X is OFF
CONDITION:
Switch A is ON
Switch B is OFF
ACTION:
Switch X is ON
CONDITION:
Switch A is OFF
Switch B is ON
ACTION:
Switch X is ON
CONDITION:
Switch A is ON
Switch B is ON
ACTION:
Switch X is OFF
In this case, we must test all four permutations.
This example can be used with other conditons/actions besides Switch. It can also be expanded to more than two conditons.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Wed Feb 11, 2004 10:01 pm |
Thank you for your excellent material, crakerz! I look forward to putting it in, but I'm tied down just trying to explain the basics like triggers. Don't worry, it'll be here before next week... I hope...
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Sun Feb 22, 2004 12:04 am |
Note to self: add the difficulty differences things...
|
|
crakerz
Mega-Poster

Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
|
Posted: Mon Feb 23, 2004 8:35 pm Post subject: Wait |
I recently had to reduce the number of triggers in a level, and I discovered a little trick (some of you may already use it!)
I wanted ecoms to pop up every so many seconds, but different each time. I also wanted to spawn Unit Groups much the same way. I was using a different trigger and the Elapsed Time Conditon for each message. I discovered that unlike the "Every NN seconds" condition, the Wait Action isn't limited to 99 seconds. So, for example, I could write ONE trigger that I call "Messages":
CONDITION:
Comment: "MESSAGES"
Elapsed time is AtLeast 300 seconds
ACTION:
ecom 1
Wait 300 seconds
ecom 2
Wait 150 seconds
ecom 3
Wait 600 seconds
ecom 4
Etc.
Like I said, I'm probably not the first to realize this, but surely not the last! 
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Tue Feb 24, 2004 7:44 am |
I've heard of that being done before in starcraft maps, but not effectively. Most people want messages to show when something happens (condition) so it's not used much.
But for purposes like these, this is a really good tactic! Thanks crakz.
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Wed Feb 25, 2004 5:31 pm |
When this is done (Hopefully in 2 days  ) where should i put it? In this thread or make a new one?
|
|
mitch
WI Forum Novice

Joined: 21 Feb 2004 Posts: 8
|
Posted: Wed Feb 25, 2004 8:26 pm |
I thin that you should make a new thread that could possibly be stickied at the top. This thread is much too cluttered. This thread was mainly the brainstorming thread 
|
|
bilfer
Semi-frequent Poster

Joined: 12 Jan 2004 Posts: 29
|
Posted: Fri Feb 27, 2004 10:41 pm |
I can't wait to see your work...I'm looking forward to having a go at creating a level!
|
|
Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
|
Posted: Sat Feb 28, 2004 9:22 am |
[quote="bilfer"]I can't wait to see your work...I'm looking forward to having a go at creating a level![/quote]
Your enthusiasm is muchly appreciated  I will get back to work. It should be done soon. I have 2/3 of it done, and then i have to give it to wizard for conversion, and then hopefully it will be out at the next editor release.
|
|
Read-only historical archive — rebuilt from the original phpBB 2 database.
Forum software © 2001-2008 phpBB Group. Posts © their respective authors.
Warfare Incorporated © 2003-2026 Spiffcode, Inc.