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Topic Subject:Have a Question? Post it here!
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Out Reach
Mortal
(id: newreach268)
posted 28 September 2015 03:38 PM EDT (US)         



Got a question? Need an answer?
Here is a list of common questions concerning AoM.





FAQ


Upon playtesting a scenario in the editor, I lose within the first five seconds!
Easy to fix. Simply click on the "Scenario" tab in the editor, click on "Scenario Data" and uncheck the check box next to "Use victory conditions". Alternatively, you can place a unit of yours somewhere on the map, then place an enemy unit somewhere else on the map as well.

How come it seems like some units are missing in the list of protounits on a trigger?
To find out the proto name of a unit, have it selected in the editor and click on the "Cinematics" tab, then click "View animations." For a shortcut, just select the unit and press Alt+A.

How do I make units larger or smaller?
This is for The Titans users only. To enlarge a unit, select it and hold "K" on your keyboard. To make the unit smaller, hold "Shift + K".

How can I change the stats (attack/health/etc.) for a unit?
Easy. If you're a Titans user you can find the two triggers called "Modify Protounit" and "Set Tech Status". If you're running regular AoM, you will only have "Set Tech Status" available. You can set unit attributes with both these triggers.

How can I make units regenerate health?
First create a new trigger. Check the Active and Loop boxes. Pull the Priority cursor all the way to the right. Create a new condition Is Alive, select and set your desired unit. Add a condition Timer with a value of 1. Finally, add a Damage Unit effect, select your desired unit again and set the value to -1.

How can I have over 300 population?
Use the Modify Protounit effect to make a protounit have a population cost of a very extremely high number, like 999999999.0 . Make sure that it is a protounit that you can't normally get in-game 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.

My triggers have stopped working!
Using Run immediately, quotations in chats, linking camera tracks, sound timers and decimals in conditions like timer and distance to unit affect this. If you are unsure about what the source is, outline what you did, and we can help.

The computer players aren't acting like computer players should!
You need to set AI for them. In the editor, click the "Scenario" tab, then "Player Data". There will be a button all the way to the right of the player slot to set the AI. It is reccomended you choose one of the "default" ais such as aomdefaultai.xs for AoM Vanilla, or aomxdefaultai.xs for The Titans.

I've seen people do these crazy camera angles that I can't seem to figure out how to do! Help!
A common question. Your camera must be unlocked and working first. It should be already by default. If it's not, press "Shift + Alt + C" to unlock it. To change the pitch of the camera, press "A" and "Z" or "Ctrl + Up Arrow" and "Ctrl + Down Arrow" on your keyboard to go up and down.

How do I add sound and dialogs in a scenario?
Like the dialogs in the campaigns, you can use the trigger effect "Play Dialog" to display text while on Cinematic Mode. You can type a text, include a sound, and a small image (portrait) "Sound filename" is a similar trigger effect, but not the main one used.

How can I give units animations like they do in the campaigns?
Select the unit in the editor, click on the "Cinematics" tab, then click "View animations." In the "Type" tab, find and click "Cinematic". In the "Anim Path:" tab is a list of animations that you can view for sampling. When you find the one you want, you can use its name with the "Set animation" trigger effect and be able to use it in-game.

Practical Guides
Scenario Design Library Articles
Scenario Design Dictionary
Shuch_ya_mouf's Ultimate Trigger Guide
Paperfriend's List of Guides
Making Quality Scenarios: Triggers
Making Quality Scenarios: Eyecandy
Nottud's Guide to the transform trigger
Campaign Dialogue List

Thread credits: Paperfriend + Yeebaago0on (FAQ), Eurotool (design), CeaseDaFire (maintenance), Reach (OP) 


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by Out Reach (edited 01-22-2019 @ 10:12 AM).]

AuthorReplies:
Lewonas
Mortal
posted 10 August 2019 08:16 AM EDT (US)     701 / 706       
There may be two main issues with your trigger.

The first one lies with the way your conditions are set up. In AoM, the conditions are checked individually, from top to bottom. So right now, the conditions will be met if the guarding army was alive before the 300s interval triggered, and if the guarding army then was killed during the 300s interval it would not matter because the army alive check has already been done (and thus all the conditions will be met).

And a possible second issue is related to the timer condition. A looped trigger with a timer condition might not behave like you think it should. The timer condition checks if at least 300s have expired from the moment the trigger activated. If the Army is Dead condition is not met after those 300s, the trigger will be refired because it's looped and all the conditions are checked again. But because a timer condition is present, the previous trigger activation remains active until the next trigger activation has done a full cycle of all the conditions.

So basically what this means is that the following thing could happen:

  1. The trigger gets activated. Let's call this activation trigger_instance1.

  2. When 300s have expired and the army is dead condition is not met, another instance of the trigger will be created that is refired because the trigger is looped. Let's call this trigger_instance2.

  3. Now whenever the army that is standing by the player's settlement is killed within the next 300s, then the conditions for trigger_instance1 will be met and the effects for that trigger instance will be activated. Let's say this happens after 200s. The anubites and spearmen will be deployed by trigger_instance1, and they will deploy again after 100s by trigger_instance2 if the Army is Dead condition will be met again.


I don't know how exactly you want your trigger to function. Do you want to check if the guarding army is alive and standing army is defeated every 300s, and then only spawn the anubite/spearmen army if both those conditions are met? Or do you want to check if the standing army is defeated, and then wait 300s to deploy the anubite/spearmen army if guarding army is still alive?

What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]

[This message has been edited by Lewonas (edited 08-10-2019 @ 08:24 AM).]

Macseafood
Mortal
posted 15 August 2019 12:19 PM EDT (US)     702 / 706       
That is the exact function I'm looking for, both one army (Guarding army) alive, and the other (standing army) dead. If both of those conditions are met I want it to spawn the attack every 300 seconds. but I also want it to stop if the guarding army ends up dying.
Niley
Mortal
posted 16 August 2019 09:40 AM EDT (US)     703 / 706       
Is there a way to edit godpowers? For example:

Damage of Lightnings, Meteors etc,
Number of Snakes and Minions,
Freezing time of the Frost,
...
Lewonas
Mortal
posted 17 August 2019 07:00 AM EDT (US)     704 / 706       
@Niley: You can edit them to an extend.

  • For the Lightning Storm god power, you can modify the Lightning Strike protounit attack values which is the unit that inflicts the damage (hand attack crush = 150, hand attack pierce = 200).

  • The same goes for the Bolt god power; you can modify the Bolt Strike protounit (hand attack hack & pierce & crush are all set at 10000).

  • Meteor god power; modify the Meteor protounit (hand attack crush = 900, hand attack hack = 100)

  • SPC Meteor god power; modify the SPCMeteor protounit (hand attack hack & pierce & crush = 1000000)


You can find these values in the proto*.xml files inside your AoM/data folder.

As for the Snakes / Minions god powers, you can use the vtriggers or ytriggers to detect those units and kill some of them if you want the god power to deploy less units, or deploy extra units near them if you want the god power to deploy more.

The Freeze god power would be tricky to modify. There is no actual way to prolong the freeze effect, but you could shorten it. You would have to use the God Power active condition to detect the god power usage, and then use vtriggers to do a map-wide search for units that are frozen by checking the units' states. Then save the unit IDs of those units somewhere, start a timer for how long you want those units to keep frozen, and then use the change unit type effect to change the units to the same unit to cancel out the freeze effect. That's a pretty hefty trigger to make. I would try to find another way that doesn't involve using the frost god power because it's too much of a hassle to make it work.

I would also recommend reading Yeebaagooon's guide to creating / modifying god powers with triggers.

@Macseafood: In that case I would create the triggers like so:


Trigger name = deploy_standing_army_check
Active [X] Loop [ ] Run Immediately [ ]

Condition: Army is Alive
Army: The guarding army

Effect: Fire Event
Trigger: deploy_standing_army


Trigger name = deploy_standing_army
Active [ ] Loop [ ] Run Immediately [ ]

Condition: Timer
Time: 300

Effect: Conditional Army is Alive
Army: The guarding army

Effect: Conditional Army is Dead
Army: The standing army

Effect: Army Deploy
Army: The standing army
Unit: Anubites
Clear: TRUE (erases all the previous units that belonged to the army)

Effect: Army Deploy
Army: The standing army
Unit: Spearman
Clear: FALSE (!!) (if you don't set this to FALSE, then the Anubites you just deployed would be removed from the army)

Effect: Conditional zEND

Effect: Conditional zEND

Effect: Fire Event
Trigger: deploy_standing_army_check

----

You can download the Conditional effects from here.

What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]

[This message has been edited by Lewonas (edited 08-17-2019 @ 07:31 AM).]

Niley
Mortal
posted 17 August 2019 12:04 PM EDT (US)     705 / 706       
@Lewonas Thanks, that helps a lot! For the frost it was actually depending on how easy it's gonna be so in this case I will just not use it :P
Can I change how fast and how much Restoration heals and the range of Bronze?

[This message has been edited by Niley (edited 08-17-2019 @ 03:40 PM).]

Zenophobia
Irrational Fear
posted 17 August 2019 12:50 PM EDT (US)     706 / 706       
You can't edit the number of things being spawned but you can edit the damage dealt by the god powers using the Modify Protounit trigger.

For example, if you modify the Bolt Strike unit's Hand Attack Hack value, you can change the amount of hack damage that bolt will deal.

I suggest you look inside the proto2.5.xml file located in C:/Program Files(x86)/Steam/steamapps/common/Age of Mythology/data. That is where all the unit stats are stored.

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
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