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Age of Mythology Heaven » Forums » Scenario Design » Analysis of the Scenario Editor Interface
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Topic Subject:Analysis of the Scenario Editor Interface
CheeZy_monkey0
Mortal
posted 16 September 2002 04:06 PM EDT (US)         
Take a look at these images

AOM toolbar - updated 1.1

The Trigger Interface

I've put together my study and opinions about the interface and what's possible in the AOM scenario Editor.
It is still in pre-game release form and doesn't have it's fancy interface art like AOK or any other scenario editor. However we still can see what it's capable of none the less. I found the trigger interface screenshot (which i requested) very interesting. As we can see AOM still goes by the same Condition + effect = trigger scheme. I was slightly disapointed with that because i was expecting AOM to have an easier and still powerful trigger system like that of Empire Earth (EE's editor was hard to learn how to use but when you did, everything else was very easy to do, i won't get into unnesisarily long stories on how their triggers work.)
If AOM is going by the Condition + effect = trigger scheme and still going be a powerful editor than that means there would have to be tons and tons of conditions and effects, unless ES does a good job of organizing them, it will take a hell of a long time to make a trigger.


In EE to make a trigger you would select an object or area on the map, then you'd go to effects and set what effect you want to happen to that object/area, then you go to a condition which weren't always necissary, and then you'd go to triggers and set which is very easy and saved lots of time, and ultimately there really were't that many conditions and triggers in total thanks to that which made organization and creating triggers very easy.

Another thing in EE that was very helpful is the Duplicate Effect/trigger button. That lets you duplicate a trigger and saves tons of time. Lets say that you want all 8 players to recieve 1 sheep exactly at the same time. In EE you'd make your 1 trigger than duplicate it 7 times. You go to the duplicated ones and simply change where it says Player 1 to Player 2 etc etc etc. You can complete it in a matter of seconds while if your using AOK you have to go and make a new trigger and do everything from scratch again.

ES i really really hope theres a duplicate feature in the AOM scenario editor. If there isn't one...put it in!

Back to the Analysis of the AOM scenario editor.

I'm probably wrong about most of the stuff labeled there and as you can see i didn't evan know what a some of the buttons did. If you've got anything to add or think you have a better idea of what does what please post here and i'll edit the images with imrpoovements

[This message has been edited by CheeZy_monkey0 (edited 10-07-2002 @ 08:41 PM).]

AuthorReplies:
David
HG Alumnus
posted 16 September 2002 04:13 PM EDT (US)     1 / 23       
The 4th and 5th bttons in the toolbar is probably "Undo" and "Redo".

Also; What you've labeled as "Save Scenario", I view as "Paste".

[This message has been edited by David (edited 09-16-2002 @ 04:15 PM).]

Shiva
HG Alumnus
posted 16 September 2002 04:31 PM EDT (US)     2 / 23       
you just had to include the DGDN logo didntcha?

4th and 5th could also be to go from this window to the next..


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Enrique Orduno
Banned
posted 16 September 2002 04:43 PM EDT (US)     3 / 23       
That's about right, some stuff on wording needs to be changed + doing what Shiva said.
CheeZy_monkey0
Mortal
posted 16 September 2002 04:48 PM EDT (US)     4 / 23       

Quote:

you just had to include the DGDN logo didntcha?


Shameless advertizing

[This message has been edited by CheeZy_monkey0 (edited 09-16-2002 @ 04:56 PM).]

Shiva
HG Alumnus
posted 16 September 2002 04:55 PM EDT (US)     5 / 23       
that's for sure

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Enrique Orduno
Banned
posted 16 September 2002 04:59 PM EDT (US)     6 / 23       
*edits pics*
*removes DGDN logo*
*add Scn Punk one*
cat
Mortal
posted 16 September 2002 05:38 PM EDT (US)     7 / 23       
*puts back DGDN logo *

hehehe

Yehoshua Yisrael
Mortal
posted 16 September 2002 08:06 PM EDT (US)     8 / 23       
Good work Cheesy, now that I look at the explanations, I think that this editor may prove to be easy to understand and use. Now my eagerness to get my hand on AOM has grown .

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Moony
Mortal
posted 16 September 2002 08:33 PM EDT (US)     9 / 23       

I love the editor.

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Yehoshua Yisrael
Mortal
posted 16 September 2002 08:45 PM EDT (US)     10 / 23       
It looks easier if not simpler to use. Did I see an option to name conditions and effects separately ?

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Rasher
HG Alumnus
(id: Angel Rasher)
posted 16 September 2002 11:24 PM EDT (US)     11 / 23       
Well, the impression that I got from the trigger interface was that it resembles that of Empire Earth more then that of AoK, just without the Objects... sort of a cross between the AoK and EE triggering systems...but perhaps I am mistaken.

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Yehoshua Yisrael
Mortal
posted 17 September 2002 08:02 AM EDT (US)     12 / 23       
I found that EE was more difficult with several windows to go through and a lot of options to select and un-select. The AOM editor doesn't look like that.

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[This message has been edited by Yehoshua Yisrael (edited 09-17-2002 @ 08:03 AM).]

Shiva
HG Alumnus
posted 17 September 2002 03:45 PM EDT (US)     13 / 23       
and hopefully it won't in the retail!

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CheeZy_monkey0
Mortal
posted 19 September 2002 00:40 AM EDT (US)     14 / 23       
hey errr, i hit the nail a little too square on the head (most of the stuff that i guessed is actually more or less right in the updated pic) gonna go back to the old pic of the toolbar since i had no inside info to help me on that one and was based on mere observation and guesses.
I'm taking down the updated one utill i get word from archy if i can post it or not.

-- for those of you viewing this thread late, i posted an updated AOM scenario bar image, but it's down now

- CheeZy

[This message has been edited by CheeZy_monkey0 (edited 09-19-2002 @ 07:50 PM).]

Murph
Mortal
posted 19 September 2002 01:33 AM EDT (US)     15 / 23       
Hey, that was classified info I gave you Cheezy

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Matei
Mortal
posted 19 September 2002 07:50 AM EDT (US)     16 / 23       
I think the brush button is to select brush size and the pipette-on-brown icon is used to select a terrain to paint.

Programmer on 0 A.D., author of Norse Wars, co-author of Fort Wars.
CheeZy_monkey0
Mortal
posted 20 September 2002 07:13 PM EDT (US)     17 / 23       
AOM toolbar - updated 1.1!

The information here is more or less totally correct!

Special thanks to Es_Archangel for Permission to post this

[This message has been edited by CheeZy_monkey0 (edited 09-20-2002 @ 07:17 PM).]

shelper
HG Alumnus
(id: Smileyshelper)
posted 21 September 2002 07:45 AM EDT (US)     18 / 23       
whats the difference between water tool and edit water tool?
great work BTW...

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Life L33ch
Mortal
posted 21 September 2002 10:26 AM EDT (US)     19 / 23       
maybe water tool only lets you draw different water deepness but the edit water tool lets you do waterfalls, etc.

Life L33ch
Proud Member of DGDN
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Yehoshua Yisrael
Mortal
posted 21 September 2002 01:43 PM EDT (US)     20 / 23       
That is a good idea L33ch

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Life L33ch
Mortal
posted 21 September 2002 02:46 PM EDT (US)     21 / 23       
An Angel thought my idea was good? *gasp*

Life L33ch
Proud Member of DGDN
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Matei
Mortal
posted 21 September 2002 06:08 PM EDT (US)     22 / 23       
Edit Water might be used to distinguish rivers from seas and swamps too (i.e. set the kind of waves on the water in an area).

Programmer on 0 A.D., author of Norse Wars, co-author of Fort Wars.
CheeZy_monkey0
Mortal
posted 21 September 2002 07:17 PM EDT (US)     23 / 23       
Elevation in AOM is different than those of AOK

You have mutch more variety in depth, degree, and curvature of the elevation. The Edit Water tool will probably let you do U shaped rivers (i've seen some in the alpha) or edit the water's depth to whatever preferance you want.


Just my $0.02

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