Once a thread reaches its 2500'th post, it is closed. For the question thread, we always need a new one, so there are old question threads that have ended before this new one. If you want to go back to search for questions and discussions answered, then select one of the names to link to their question thread.
The question threads' purpose is to keep the forum cleaner, making it easier to read the remaining topics, and it will save space instead of threads asking questions about scenario design in the Age of Mythology community. I am sure many both great and less experienced designers will take the time to answer both your simple and harder questions, they might learn something new to..
So, post any and all questions about scripts, triggers, units, mapping, modding, really anything that is about something in the Age of Mythology universe, and the skilled designers in the Age of Mythology community will do their best to answer them. There are two exceptions to the content of what you can discuss in here though. If you want to request new triggers, discuss very complicated triggers, or ask and speak about coding for new triggers, then talk over in the Trigger Request Thread. If you want to talk about modifying the games files, ask about how to modify different aspects of the game, or just chat around in that area of thought, then head over to the Question Thread in the Modding Forumn.
There are two paths for the Age of Mythology folders and files.
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This is an extremely common problem for newer people. Go in the editor, and go to edit, scenario data, and then click the box next to Victory Conditions to turn it off.
Select the unit you want to know the protounit name of, and press ALT+A. Or go to the cinematics menu in the editor, and select animations. The protounit name of the selected unit is in the black bar at the top of the animations window.
Press K on your keyboard to make objects bigger, and shift + K to make objects smaller
Use the Modify Protounit effect in a trigger
First you need to unlock the camera, press Ctrl + Alt + C on your keyboard to do so, now you can press + on your keyboard to zoom in, and - to zoom out, to change the angle of pitch, you can press A to go up and Z to go down.
The default game change name is only for selected units, if you want to have one to change all units names as you wish, copy and paste this effect into your trigger typetest file.
<Effect name="Change Name Units in Area">
<Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit"> default< /Param>
<Param name="PlayerID" dispName="$$22444$$From Player" VarType="long"> 1< /Param>
<Param name="ProtoName" dispName="$$22434$$FromProtoName" varType="protounit"> Villager< /Param>
<Param name="NewName" dispName="$$22449$$Name" varType="string"> Bubba Joe< /Param>
<Param name="Dist" dispName="$$22303$$Radius" VarType="float"> 10< /Param>
<Command> for(Qid=0;> 1){}< /Command>
<Command> for(oldPlayer=xsGetContextPlayer();> 99){}< /Command>
<Command> xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();< /Command>
<Command> Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");< /Command>
<Command> kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);< /Command>
<Command> kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));< /Command>
<Command> kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));< /Command>
<Command> kbUnitQuerySetMaximumDistance(Qid, %Dist%);< /Command>
<Command> kbUnitQuerySetAscendingSort(Qid, false);< /Command>
<Command> kbUnitQuerySetState(Qid,2);< /Command>
<Command> trUnitSelectClear();< /Command>
<Command> for(i=kbUnitQueryExecute(Qid)-1;> -1){< /Command>
<Command> trUnitSelectByID(kbUnitQueryGetResult(Qid,i));}< /Command>
<Command> trUnitChangeName("%NewName%");< /Command>
<Command> xsSetContextPlayer(oldPlayer);< /Command>
</Effect>
1. Use the Modify Protounit effect to make a protounit have a population cost of a very extremely high number, like 999999999. Make sure that it is a protounit that you cant normally get ingame by yourself. Then just place two of them somewhere on the map, and they will make the population for that player go to a negative number, and be infinite.
2. Use the Modify Protounit effect to modify every protounit that you would be able to have ingame and use to play with. Change each of those protounits to have a population cost of zero, 0.
They are very useful conditions and effects that are helpful for storing and using data within triggers.
Use the effect damage unit or damage unit percent, and put in a negative number.
The trigger effect Set Tech Status, Unforbid and Enable unit, and Forbid and Disable unit are for granting these abilities. If you are going to grant a unit make sure you set an age 4 technology active with Set Tech Status.
Using run immediately, quotations in chats, linking camera tracks, sound timers and decimals in conditions like timer and distance to unit effect this. If you are unsure about what is the source, outline what you did, and we can help.
It dosnt work for computers. Deploy the army as player 1, and then use army convert to your desired player. There are many other triggers that work only for single player mode, aka not online. Ask around if you are uncertain or need help with online scenarios.
Create a notepad file, and put this text into it.
map ("shift-mousez", "building", "uiWheelRotatePlacedUnit")
Save the file as User.con, and put it in the startup folder of your aom directory. Use your mouse wheel with shift to rotate building placement in game.
You can't change the attack of some units, because they use a special attack to fight with. The units are, ManoWar, Son of Osiris, Son of Oriris XP, Petsuchos, and Circe.
Yes there is! A utility has been created to do so,
Use the games trigger effect, Player Set Active, to change which player you are playing as. That one only works for the player you are playing as in a game, if you want to be able to manipulate any player, copy and paste this effect into your trigger typetest.
<Effect name="Player Change Random">
<Param name="PlayerID0" dispName="Original Player" varType="float"> 0< /Param>
<Param name="Number" dispName="Choice Number" varType="float"> 0< /Param>
<Param name="PlayerID1" dispName="Player Choice" varType="float"> 0< /Param>
<Param name="PlayerID2" dispName="Player Choice" varType="float"> 0< /Param>
<Param name="PlayerID3" dispName="Player Choice" varType="float"> 0< /Param>
<Param name="PlayerID4" dispName="Player Choice" varType="float"> 0< /Param>
<Param name="PlayerID5" dispName="Player Choice" varType="float"> 0< /Param>
<Command> trQuestVarSetFromRand("IHFBDPCCPIGN", 1, %Number%, true);< /Command>
<Command> for(PLAY=0;> 1) {}< /Command>
<Command> PLAY = trQuestVarGet("IHFBDPCCPIGN");< /Command>
<Command> < ![ CDATA[ if(PLAY==1 && trCurrentPlayer()==%PlayerID0%) trPlayerSetActive(%PlayerID1%);] ] > < /Command>
<Command> < ![ CDATA[ if(PLAY==2 && trCurrentPlayer()==%PlayerID0%) trPlayerSetActive(%PlayerID2%);] ] > < /Command>
<Command> < ![ CDATA[ if(PLAY==3 && trCurrentPlayer()==%PlayerID0%) trPlayerSetActive(%PlayerID3%);] ] > < /Command>
<Command> < ![ CDATA[ if(PLAY==4 && trCurrentPlayer()==%PlayerID0%) trPlayerSetActive(%PlayerID4%);] ] > < /Command>
<Command> < ![ CDATA[ if(PLAY==5 && trCurrentPlayer()==%PlayerID0%) trPlayerSetActive(%PlayerID5%);] ] > < /Command>
<Command> else trQuestVarSet("IHFBDPCCPIGN", 0);< /Command>
</Effect>
Here are some helpful guides for the editor! Update when needed.
[This message has been edited by WinstonShnozwick (edited 05-30-2010 @ 10:02 PM).]