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Scenario Design

Control of Message Pop-ups Dependent On In-Game Events

Posted by: Tylertoo (07-28-2002) on the AOW2 Scenario Forum

This is how you have a different message pop up at a certain point depending on whether you've accomplished something. This was suggested by Mr. Pickles.

Quoted from Mr. Pickles:
The only way in is through a tower guarded by Harold. if the player kills Harold and goes to greet Mr. Pickles, it should show a message with Mr. Pickles temporarily angry at Harold's death. If the player uses a flyer or Dwarf to bypass the tower, when he greets Mr. P, it should show a message wondering how he got by Harold. When one of the messages pops up, I want the other impossible to activate.

1) Create a control flag event that checks whether Harold is dead.

Type: Control Flag
Name: Harold Dead
Activate: Once
FlagID: 1
Active: True
Trigger: Kill Unit
UnitID: (Harold's unit #)

So if Harold's alive, flag is off. If he's dead, flag is on.


2)Create two seperate show message events, both triggered by the player entering area with Mr. Pickles.

First--

Type: Show message
Name: Msg if Harold Lives
Activate: Once
Players: (trigger player)
Message: "How'd you get by Harold?"
Trigger: Enter Area
Players: (all)
XYL: (location of Mr. Pickles)
Radius: (your choice)

Then add this condition:

Type: Flagged
Name: Harold Dead
FlagID: 1

Back to the main part of the event, add the condition:

AND NOT Harold Dead

Then, the second message event--

Type: Show message
Name: Msg if Harold Dead
Activate: Once
Players: (trigger player)
Message: "You shouldn't have killed Harold"
Trigger: Enter Area
Players: (all)
XYL: (location of Mr. Pickles)
Radius: (your choice)

Then add this condition:

Type: Flagged
Name: Harold Dead
FlagID: 1

Back to the main part of the event, add the condition:

AND Harold Dead

That should do it! Only one message will pop up when you encounter Mr. P... and it should accurately reflect whether Harold lives or dies.


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