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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » umm... I need a little help...
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Topic Subject:umm... I need a little help...
Filthydelphia
Mortal
(id: Al_Kharn the Great)
posted 14 July 2006 05:45 AM EDT (US)         
I have a few issues with the AOM editor that I can't figure out. Could someone please help me out?

1) In AOK, you could have conditions such as units in area where an effect could occur if a player brought x number of units (ANY units) to a designated area. How do you do this in AOM? It seems that it requires you to pick specific units (starting on the map) to do this.

A similar issue... how can I do something like this? After 15 seconds, a player has three axemen spawn (create unit) at a location. A second trigger has the condition that when three axemen are at that location, these axemen (not specific axemen, they aren't there at the start but spawned) will then move to another area. Simple to do in AOK but how do I do it in AOM?

2) Is there a delay with the messages? It seems that some times when I have a message effect the message takes a long time to come up, even without a timer condition.

3) How do objectives work? If I want the player to start out with 6 objectives, how do I put them up without all but the last one being crossed out?

4) Can rain be removed? I decided to put a rainstorm in my scenario by having a trigger create unit a bunch of rain storms on the map. These seem to last forever. Is there a way to remove them maybe after 2 minutes of raining?

5) And with the rain... I can't create unit lightning though lightning is listed as an object. Would like to match the rainstorm and thunderclap sfx with lightning. How can this be done?

6) It seems that I can task villagers in the editor... when i test, however, i've found that they've chopped down whole forests IN the editor! what's up with that?

7) How do you reduce a unit's attack?


thanks in advance.

AuthorReplies:
I Love Bananas
Mortal
posted 14 July 2006 06:31 AM EDT (US)     1 / 7       
Hello. Welcome to AoMH

Quote:

1) In AOK, you could have conditions such as units in area where an effect could occur if a player brought x number of units (ANY units) to a designated area. How do you do this in AOM? It seems that it requires you to pick specific units (starting on the map) to do this.

Yep, you got it right. If you place a Cinematic Block, the unit can not be seen, nor does it obstruct other units.

Quote:

A similar issue... how can I do something like this? After 15 seconds, a player has three axemen spawn (create unit) at a location. A second trigger has the condition that when three axemen are at that location, these axemen (not specific axemen, they aren't there at the start but spawned) will then move to another area. Simple to do in AOK but how do I do it in AOM?

You have to do this in a slightly different way. Use the "Army Deploy" effect to deploy 3 Axemen into that area. (Remember to make a ghost army first, through the Army Editor.) Then, add another effect to the trigger: "Army Move to Point". Select the army you made, and select the location you want them to move to.

Quote:

2) Is there a delay with the messages? It seems that some times when I have a message effect the message takes a long time to come up, even without a timer condition.

That is easily solved. Just set the trigger priority to High.

Quote:

3) How do objectives work? If I want the player to start out with 6 objectives, how do I put them up without all but the last one being crossed out?

It's impossible to do. You'll just have to live with it, or add the other objectives later on.

Quote:

4) Can rain be removed? I decided to put a rainstorm in my scenario by having a trigger create unit a bunch of rain storms on the map. These seem to last forever. Is there a way to remove them maybe after 2 minutes of raining?

Yep, but you'll have to use the "Army Deploy" effect again. Make another ghost army, and select different areas to deploy them through several "Army Deploy" effects. Then, make the trigger fire another trigger. In the second trigger, you use the "Timer" condition. Set it to 120. As for effects, use the "Army Kill" one to kill the rain army.

Quote:

6) It seems that I can task villagers in the editor... when i test, however, i've found that they've chopped down whole forests IN the editor! what's up with that?

Eh, just don't do that. It's of no use anyway.

Quote:

7) How do you reduce a unit's attack?

Use the "Modify Protounit" effect. It will affect the attack of all units of the same type belonging to the player you select, so watch out!

...

If you have any more questions, please post them in the Question Thread.




Sweet baby maizes!
PrplPplEater
Mortal
posted 15 July 2006 01:02 PM EDT (US)     2 / 7       
@ Question 6

You can do this by making an 'army' of villagers and use the 'Army Build Building' to build a Lumber Camp (if they are Egyptians) right next to the trees. This will have them chopping wood as soon as they finish construction. =)

Paperfriend
Mortal
posted 15 July 2006 01:27 PM EDT (US)     3 / 7       
Just use Unit Work, even easier.

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PrplPplEater
Mortal
posted 15 July 2006 02:16 PM EDT (US)     4 / 7       
@ Paper

I was thinking that (Army Work) but I couldn't figure it out so I posted that. Either works =)

What type of trigger do you need to make Army Work, work?

Filthydelphia
Mortal
(id: Al_Kharn the Great)
posted 16 July 2006 09:13 AM EDT (US)     5 / 7       
thanks for the help but...

Quote:

As for effects, use the "Army Kill" one to kill the rain army.

I tried this and it didn't work. The rain stayed.

I Love Bananas
Mortal
posted 16 July 2006 12:09 PM EDT (US)     6 / 7       
You're sure you selected the same army you selected in the Army Deploy effect?

Also, you should make sure all triggers are either active or fired by another trigger.




Sweet baby maizes!
Paperfriend
Mortal
posted 16 July 2006 05:41 PM EDT (US)     7 / 7       
It would be easier to just place cinematic blocks and change those to rain and back.

If you don't listen to me, be sure that "clear existing units" says "off".


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