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Age of Mythology Heaven » Forums » Scenario Design » How do I recycle an army?
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Topic Subject:How do I recycle an army?
Archaeopterix
Mortal
posted 24 April 2005 09:33 AM EDT (US)         
I bumped into a problem that is similar to my earlier experiences using move from area, where only a maximum amount of 30 units moved from the area at once, leaving the rest idle. This same 30-unit limit occurs when using armies.

Consider the following loop of 3 triggers:

Trigger 1:
C: Always
E: ARMY DEPLOY 30 units; fire trigger 2

Trigger 2:
C: always
E: ARMY MOVE; fire trigger 3

Trigger 3:
C: Player unit count = 0
E: Fire trigger 1

The first time, it works perfectly: 30 units are deployed, they move somewhere, and when they are all killed, they are deployed again. Unfortunately, the second time, ARMY MOVE doesn't work (trigger 2 fires, 100% certain).

- I have tested it with different amounts of units. If trigger 1 deploys 20 units, then the second time trigger 2 will only move 10 of them. The remaining 10 will just stand still. If trigger 1 deploys 28 units, then the second loop trigger 2 will only move 2 of them.
- I've tested this with both a ghost army and a real army, giving the same result.
- I also tried putting an ARMY KILL or ARMY DEPLOY effect in the loop, to kind of 'clear' the army and have a fresh start. Didn't work.

So, an army is FULL with 30 units - this I already knew - but the problem is: you cannot fill an army twice! The first 30 units you put in an army, keep that army full - even after they are killed.

Any idea how to solve this?

(And now that I'm here anyway: what is the exact difference between army kill and army destroy?)

AuthorReplies:
AoMPlayer000
Banned
posted 24 April 2005 10:18 AM EDT (US)     1 / 4       
Did you have "Clear Existing Units" turned on in the "Army Deploy" effect?

If that doesn't work, how about a looped "Move from Area" trigger?

(Kill: The units die and lie there / Destroy: The units vanish)

EDIT: Does the army consist of different unit types? If so, use "Clear Existing Units" ON for the first unit type and OFF for the next unit type.

[This message has been edited by AoMPlayer000 (edited 04-24-2005 @ 10:21 AM).]

Archaeopterix
Mortal
posted 24 April 2005 11:42 AM EDT (US)     2 / 4       
You're my hero.

At least I think you are. Turns out that I've always misunderstood the meaning of "clear existing units". I assumed this option would just clear any units standing in the way, in the creation area, how naive Gonna test now.

EDIT: yup, works. Thanks a lot.

[This message has been edited by Archaeopterix (edited 04-24-2005 @ 11:57 AM).]

AoMPlayer000
Banned
posted 24 April 2005 01:45 PM EDT (US)     3 / 4       
No problem .
RiderOfEternity
Mortal
posted 24 April 2005 06:18 PM EDT (US)     4 / 4       

Quote:

I assumed this option would just clear any units standing in the way, in the creation area


I thought that too O.o

AOMPlayer how do you know SO much? I mean your knowledge extends even into all modding aspects!


Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
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