Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Request for a timed speech rig.
Request for a timed speech rig.
Aug 12 2009, 7:01 am
By: youarenotworthy  

Aug 12 2009, 7:01 am youarenotworthy Post #1



Basically, I want one set of triggers that I can set up either to modify the times in between each character says something in a conversation in my rpg, or a trigger that I can add to every conversation to create a wait inbetween lines without using waits. I hope I explained myself correctly, if anybody has something like this it would be greatly appreciated.

If not, I will just try to set waits for a player that has no hyper triggers or death counters.

Edit: I cant try to set waits because the trigger absolutely needs to be for the player, as do my other death counts! Please help me with this.

Post has been edited 1 time(s), last time on Aug 12 2009, 7:57 am by youarenotworthy.



None.

Aug 12 2009, 9:42 am Roy Post #2

An artist's depiction of an Extended Unit Death

Uh, you can use death counters as waits, and run any number of them simultaneously. Just devote one unit to conversation wait time, and one to the conversation/line number. Of course, the downside is that you have to divide the trigger for each line of conversation, which will make the trigger list grow long.

Example


You should read the Death Counter Wiki if you have not already.

Post has been edited 1 time(s), last time on Aug 12 2009, 9:50 am by Roy.




Aug 12 2009, 10:15 am youarenotworthy Post #3



I appreciate that, I understand death triggers perfectly, just that I was hoping there was a way where I wouldn't have to use multiple triggers. But I suppose it isn't that big of a deal.



None.

Aug 12 2009, 4:20 pm Vrael Post #4



Using the "Display text" action will not allow you to modify the length of time that the text stays on screen. For example, if you were to put a death count wait of 8 seconds in with a display text "What's that!?", you'd end up with about 4 seconds of blankspace where nothing happens. The "Transmission" action does allow you to modify how long text is displayed. When using Transmissions, you do run the risk of wait blocks however, since a transmission is like a "display text" "wait" and "play wav" all wrapped up into one. In a trigger like the following:

Conditions:
Whatever.
Actions:
Transmission(6000, Null.wav, Hydralisk, "ROAR")
Transmission(4000, Null.wav, Jim Raynor, "OH SHIT!")
Transmission(3000, Null.wav, Sarah Kerrigan, "RUN!")

It will run just like this:

Conditions:
Whatever.
Actions:
Display text "Roar"
Play Null.Wav
Wait 6000
Displaytext "OH SHIT!"
Play Null.wav
Wait 4000
Display Text "RUN!"
Play Null.wav
Wait 3000

except the text will stay up for the whole duration of the wait, regardless of how long it is.

I use the transmission action frequently in my own map, and it works fine (no wait blocks), because I don't use Waits for anything else. As long as each player only runs 1 wait at a time, it's perfectly fine to use Wait actions or Transmissions, with one drawback. If a player starts a Transmission, no other Transmission can begin until the one he's currently on finishes.



None.

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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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