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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » random time...
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Topic Subject:random time...
felix_120192
Mortal
posted 02 February 2004 07:29 PM EDT (US)         
I know this is kinda like the last question i just posted. but is a way to put random time?

And how do you create a timer that you can see at the top-right side of the screen?

And how do you put the random units again? I didn't quite understand.

and last of all. can you invoke earthquakes or meteor but not do any damage to the buildings and units and gaia (like eye candy)

thanks!


'If you can't beat'em, Kill'em!'
Quote from "A dictator's handbook" page 37 paragraph 5
AuthorReplies:
battlestar000
Mortal
posted 02 February 2004 10:03 PM EDT (US)     1 / 2       
Counter add timer makes an visible timer

most random things work like this:
you set up several options for it to choose from, and it'll randomly choose from one of the options using quest var.

there's unit meteor that does no damage. when meteor and earthquake are invoked there's bound to have damage done to the buildings surrounding the area, unless you repair the buildings with the triggers as they are being damaged.

oddy
Mortal
posted 03 February 2004 07:28 AM EDT (US)     2 / 2       
Add this condition to your typetest.xml:

<Condition name="QV Timer">
<Param name="QVName" dispName="$$23952$$Var Name" VarType="string">QV1</Param>
<Expression>(trTime()-cActivationTime) >= trQuestVarGet("%QVName%")</Expression>
</Condition>

...and use it with a randomized Quest Var.
I designed it .


A condition is not a trigger.
An effect is not a trigger.
A trigger is a combination of one or more conditions and effects.
It causes effects to happen if and when conditions are met.
Period.
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