Lewis
19-02-2013, 12:57 PM
Custom Conditions Explained and Tutorial:
First of all, what is a 'Custom Condition'?
Before I give any tutorial, you should probably understand what hidden objects actually are, which is custom conditions. But what exactly is one? Just like any current condition like.. 'Condition: Furni has users' etc, a custom condition is making your own one with the current wired available. That means making your own condition such as 'Condition: Furni DOESN'T have users'!
Why do we need Custom Conditions?
Custom conditions are EXTREMELY useful for wired games, auto run entrances, mazes, and any genius things you may come up with! But why can't you just buy them from the shop? Because habbo simply haven't made such wired conditions so you're going to have to use your brain and use the current wired furniture to make your own custom condition (hidden objects!)
So, what Custom Conditions can you make?
You can make really any Custom Condition using hidden objects. Here's some examples that I'm going to teach you down in the thread:
Wired Condition: Furni doesn't have users
Wired Condition: Game has Ended
Wired Condition: Game is running/has started
Wired Condition: Furni doesn't have another furni on it
Wired Condition: Keyword/Any Trigger has said/been done X amount of times / X Points have been achieved (NOT USING SCOREBOARDS)
AND MORE IF YOU REQUEST ANY HELP!!! :)
Why do these hidden objects need to be seen as Custom Conditions? What else will be shown in this tutorial?
Well, if you don't understand what you're making, what's the point of making it? You need to realise what you've made or it'll more than likely be glitchy and horrible. This is why I make a thread so people can understand the real point of Custom Conditions.
I will also be showing you not only how to make custom conditions, but how to put them into action and MIX THEM with other custom conditions!!! During the tutorial, you should notice that making all custom conditions are REALLY similar to do so!
Tutorial for making Custom Conditions:
#1 - Furni doesn't have users:
This one is really simple, first of all you need a hidden area in your room. Now you have found a hidden area, place one pressure tile on a square, then about 4 squares away from that pressure tile, place another. Before we do any wiring, put a object that is solid behind each pressure tile, such as a yucca. Now place any object such as a rubber duck on the first pressure tile. Now we'll get into wiring!
Stack 1:
Condition: Furni has users (select the furni)
Trigger: Repeat effect (Set at 0.5)
Effect: Match furni to position and states (Select the duck on the first pressure tile.)
Stack 2:
Trigger: Repeat Effect (Set at 1.0)
Effect: Move and rotate furni (Set the duck to move towards the other pressure tile)
Stack 3:
Condition: Furni states and positions match (Select the duck on the 2nd pressure tile)
Trigger: Your choice of how to activate your effect
Effect: Your choice of what effect happens
AND THAT'S HOW TO MAKE CONDITION: FURNI DOESN'T HAVE USERS!!!
Video: http://www.youtube.com/watch?v=zZVt3Mq8OUg
#2 / #3 - Game has ended / Game has started
To do this have a hidden object that can rotate or the state can be changed. Hide it somewhere that you can see it and we will begin wiring. Of course you need a timer as well!
Stack 1:
Trigger: Game ends for #2 or Game starts for #3
Effect: Match furni to position and state (Set to the hidden object in the current state or rotation it is in)
Stack 2:
Condition: States and Position match (Set to the current state of the object or the rotation of it)
Trigger: You decide how your effect is activated
Effect: You decide the effect that happens
Stack 3:
Trigger: You decide how to reset your hidden object, whether it's through the timer or a keyword
Effect: Match furni to position and state (Set to a different rotation or state of the object than before)
AND THAT'S HOW TO DO CONDITION: GAME HAS ENDED/STARTED
Video: http://www.youtube.com/watch?v=vCfR95yzRm8
#4 - Furni doesn't have another furni on it
You should start to be seeing a link with custom conditions. Most of them are all done the exact same way or at least a similar way! To set up this, it's pretty much the same as Condition: Furni doesn't have users. Set up the two pressure tiles a few squares away from each other, a solid object such as a yucca behind them and put a duck or an object on a pressure tile.
Stack 1:
Condition: Furni has another furni on top (select the furni you want)
Trigger: Repeat Effect (Set to 0.5)
Effect: Match Furni to position and state (Set the duck to match to the 1st pressure tile)
Stack 2:
Trigger: Repeat Effect (Set to 1.0)
Effect: Move and Rotate Furni (Move the duck down to the 2nd pressure tile)
Stack 3:
Condition: States and Positions match (Select the duck on 2nd pressure tile)
Trigger: Your choice to activate the effect
Effect: Your choice of an effect
Video: http://www.youtube.com/watch?v=zZVt3Mq8OUg
#5 - X Points have been achieved / Trigger has been done X times
This is different to the hidden object state changing and the moving objects. But it's extremely similar! Simply get a good area of about 4 squares, or as many points you need them to achieve. Let's say 3 points/squares. Put a duck on the first square or any object such as a flag.
Stack 1:
Trigger: Trigger of your choice (NOT REPEAT EFFECT!!)
Effect: Move and rotate furni (Select the furni to move up once.)
Stack 2:
Condition: Furni states and positions match (Select the duck at the end of the squares, aka max points)
Trigger: Your choice of trigger
Effect: Your choice of effect
Stack 3:
Trigger:Your choice of trigger to reset it back to 0 points.
Effect: Match furni to position and state (Set the duck/object to the first square, aka 0 points.)
Video: http://www.youtube.com/watch?v=CWN5-dTmIrI
#6 - Auto Wired Line (Mixing Custom Conditions)
This is a really simple thing to wire, but unfortunately for you - It's extremely hard to explain! Click the youtube link below for my tutorial.
Video: http://www.youtube.com/watch?v=kCutiSpX3pI
#7 - Auto Beat The Dragon
A great old school game gone absolutely automatic! Click the video link below to view how to do it.
Video: http://www.youtube.com/watch?v=5N2DlXWGHLU
MIXING CUSTOM CONDITIONS
I plan on doing a bigger tutorial on this soon, mixing custom conditions can really help with things such as Auto Wired Lines. But now you have the knowledge of custom conditions, why not trying doing more than two custom conditions to activate something such as an auto wired line?
I will add more tutorials soon on how to mix custom conditions and make things such as auto wired lines, or even a LIFE/POINT SYSTEM in games!
Thread stuck by Chris (Forum Manager): Great tutorial, will be useful to a lot of people. :)
First of all, what is a 'Custom Condition'?
Before I give any tutorial, you should probably understand what hidden objects actually are, which is custom conditions. But what exactly is one? Just like any current condition like.. 'Condition: Furni has users' etc, a custom condition is making your own one with the current wired available. That means making your own condition such as 'Condition: Furni DOESN'T have users'!
Why do we need Custom Conditions?
Custom conditions are EXTREMELY useful for wired games, auto run entrances, mazes, and any genius things you may come up with! But why can't you just buy them from the shop? Because habbo simply haven't made such wired conditions so you're going to have to use your brain and use the current wired furniture to make your own custom condition (hidden objects!)
So, what Custom Conditions can you make?
You can make really any Custom Condition using hidden objects. Here's some examples that I'm going to teach you down in the thread:
Wired Condition: Furni doesn't have users
Wired Condition: Game has Ended
Wired Condition: Game is running/has started
Wired Condition: Furni doesn't have another furni on it
Wired Condition: Keyword/Any Trigger has said/been done X amount of times / X Points have been achieved (NOT USING SCOREBOARDS)
AND MORE IF YOU REQUEST ANY HELP!!! :)
Why do these hidden objects need to be seen as Custom Conditions? What else will be shown in this tutorial?
Well, if you don't understand what you're making, what's the point of making it? You need to realise what you've made or it'll more than likely be glitchy and horrible. This is why I make a thread so people can understand the real point of Custom Conditions.
I will also be showing you not only how to make custom conditions, but how to put them into action and MIX THEM with other custom conditions!!! During the tutorial, you should notice that making all custom conditions are REALLY similar to do so!
Tutorial for making Custom Conditions:
#1 - Furni doesn't have users:
This one is really simple, first of all you need a hidden area in your room. Now you have found a hidden area, place one pressure tile on a square, then about 4 squares away from that pressure tile, place another. Before we do any wiring, put a object that is solid behind each pressure tile, such as a yucca. Now place any object such as a rubber duck on the first pressure tile. Now we'll get into wiring!
Stack 1:
Condition: Furni has users (select the furni)
Trigger: Repeat effect (Set at 0.5)
Effect: Match furni to position and states (Select the duck on the first pressure tile.)
Stack 2:
Trigger: Repeat Effect (Set at 1.0)
Effect: Move and rotate furni (Set the duck to move towards the other pressure tile)
Stack 3:
Condition: Furni states and positions match (Select the duck on the 2nd pressure tile)
Trigger: Your choice of how to activate your effect
Effect: Your choice of what effect happens
AND THAT'S HOW TO MAKE CONDITION: FURNI DOESN'T HAVE USERS!!!
Video: http://www.youtube.com/watch?v=zZVt3Mq8OUg
#2 / #3 - Game has ended / Game has started
To do this have a hidden object that can rotate or the state can be changed. Hide it somewhere that you can see it and we will begin wiring. Of course you need a timer as well!
Stack 1:
Trigger: Game ends for #2 or Game starts for #3
Effect: Match furni to position and state (Set to the hidden object in the current state or rotation it is in)
Stack 2:
Condition: States and Position match (Set to the current state of the object or the rotation of it)
Trigger: You decide how your effect is activated
Effect: You decide the effect that happens
Stack 3:
Trigger: You decide how to reset your hidden object, whether it's through the timer or a keyword
Effect: Match furni to position and state (Set to a different rotation or state of the object than before)
AND THAT'S HOW TO DO CONDITION: GAME HAS ENDED/STARTED
Video: http://www.youtube.com/watch?v=vCfR95yzRm8
#4 - Furni doesn't have another furni on it
You should start to be seeing a link with custom conditions. Most of them are all done the exact same way or at least a similar way! To set up this, it's pretty much the same as Condition: Furni doesn't have users. Set up the two pressure tiles a few squares away from each other, a solid object such as a yucca behind them and put a duck or an object on a pressure tile.
Stack 1:
Condition: Furni has another furni on top (select the furni you want)
Trigger: Repeat Effect (Set to 0.5)
Effect: Match Furni to position and state (Set the duck to match to the 1st pressure tile)
Stack 2:
Trigger: Repeat Effect (Set to 1.0)
Effect: Move and Rotate Furni (Move the duck down to the 2nd pressure tile)
Stack 3:
Condition: States and Positions match (Select the duck on 2nd pressure tile)
Trigger: Your choice to activate the effect
Effect: Your choice of an effect
Video: http://www.youtube.com/watch?v=zZVt3Mq8OUg
#5 - X Points have been achieved / Trigger has been done X times
This is different to the hidden object state changing and the moving objects. But it's extremely similar! Simply get a good area of about 4 squares, or as many points you need them to achieve. Let's say 3 points/squares. Put a duck on the first square or any object such as a flag.
Stack 1:
Trigger: Trigger of your choice (NOT REPEAT EFFECT!!)
Effect: Move and rotate furni (Select the furni to move up once.)
Stack 2:
Condition: Furni states and positions match (Select the duck at the end of the squares, aka max points)
Trigger: Your choice of trigger
Effect: Your choice of effect
Stack 3:
Trigger:Your choice of trigger to reset it back to 0 points.
Effect: Match furni to position and state (Set the duck/object to the first square, aka 0 points.)
Video: http://www.youtube.com/watch?v=CWN5-dTmIrI
#6 - Auto Wired Line (Mixing Custom Conditions)
This is a really simple thing to wire, but unfortunately for you - It's extremely hard to explain! Click the youtube link below for my tutorial.
Video: http://www.youtube.com/watch?v=kCutiSpX3pI
#7 - Auto Beat The Dragon
A great old school game gone absolutely automatic! Click the video link below to view how to do it.
Video: http://www.youtube.com/watch?v=5N2DlXWGHLU
MIXING CUSTOM CONDITIONS
I plan on doing a bigger tutorial on this soon, mixing custom conditions can really help with things such as Auto Wired Lines. But now you have the knowledge of custom conditions, why not trying doing more than two custom conditions to activate something such as an auto wired line?
I will add more tutorials soon on how to mix custom conditions and make things such as auto wired lines, or even a LIFE/POINT SYSTEM in games!
Thread stuck by Chris (Forum Manager): Great tutorial, will be useful to a lot of people. :)