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Hello. I could have asked questions in existing threads, but there are quite a few of them, and new ones will appear from time to time for one reason or another, because I'm creating a map, at least for the 5th installment, for the first time. And while I don't have any particular problems with creating the terrain, etc., or with turning a hero from a cutscene into a fully-fledged hero, I do have problems with the scripting part. So...
I wrote a script for a monster so that it displays text upon the first encounter, but here's the problem. When I attack it again after that, it displays the same text after the battle, which, as you can imagine, is not quite what I want. Plus, when the turn passes to another player, they also see the text from the monster, but they haven't even interacted with it. And as far as I understand, this situation will probably happen with any text. Is it possible to make it so that the text is displayed only to the hero who activated the script, only to the player who activated it? And how realistic is the idea of a story-driven multiplayer map in general?
Here's the script I wrote...
The map size is Incredible or something like that. I'm planning for four players, and if it's feasible, each player will have their own storyline. The game will be three against one.
And also, what's the best way to organize quests, through scripts or a lot of secondary quests, where the next one is given upon completion of the previous one? And if it's not too much trouble, could you give an example of how to create a quest using scripts? I just haven't worked with them before; in the third game, events were enough.
I wrote a script for a monster so that it displays text upon the first encounter, but here's the problem. When I attack it again after that, it displays the same text after the battle, which, as you can imagine, is not quite what I want. Plus, when the turn passes to another player, they also see the text from the monster, but they haven't even interacted with it. And as far as I understand, this situation will probably happen with any text. Is it possible to make it so that the text is displayed only to the hero who activated the script, only to the player who activated it? And how realistic is the idea of a story-driven multiplayer map in general?
Here's the script I wrote...
function tekstmob1(heroname)
MessageBox(GetMapDataPath().."lesorubnecro.txt");
SetObjectEnabled('Lesorub',true);
sleep(5);
MakeHeroInreractWithObject(heroname,'Lesorub');
Trigger(OBJECT_TOUCH_TRIGGER,'Lesorub',nil);end;
SetObjectEnabled('Lesorub',nil);
Trigger(OBJECT_TOUCH_TRIGGER,'Lesorub','tekstmob1');The map size is Incredible or something like that. I'm planning for four players, and if it's feasible, each player will have their own storyline. The game will be three against one.
And also, what's the best way to organize quests, through scripts or a lot of secondary quests, where the next one is given upon completion of the previous one? And if it's not too much trouble, could you give an example of how to create a quest using scripts? I just haven't worked with them before; in the third game, events were enough.