Your wording is strange. How can someone's computer NOT have XS User Code capabilities?
Nottud... XS User Code is unnecessary for adding triggers in RMS.
You can create a simple "code" as you call it (it's actually called a function) for deploying a unit like this:
void deploy(int plyrn=0, int xarmy=0, string xtype="", float spawnlocx=0.0, float spawnlocz=0.0, int num=0, int xclear =1) {
rmAddTriggerEffect("Army Deploy");
rmSetTriggerEffectParamArmy("SrcArmy", plyrn, xarmy);
rmAddTriggerEffectParam("ProtoName", xtype);
rmAddTriggerEffectParam("Location", rmXFractionToMeters(spawnlocx)+",1,"+rmZFractionToMeters(spawnlocz));
rmAddTriggerEffectParam("Count", ""+num);
rmAddTriggerEffectParamInt("Heading", 0);
if(xclear==1) {rmAddTriggerEffectParam("Clear", "true");}
if(xclear==0) {rmAddTriggerEffectParam("Clear", "false");}
}
This is a function I wrote for my Random Map Fort Wars (AOM and AOE3 have just about same code). Using this, you can now use the army deploy effect by simply typing:
deploy(player#, armyname, "protounit", locx, locz, count, clear (0-false, 1-true));You can leave out any fields off the end and they will use the default value you place in the original function (for example, count is 0).
This can be done with ANY trigger effect/condition, both together, with other code, other included functions... The possibilities are endless.Quote:
XS user code can be used to represent any trigger you like. The above code will set the lighting as 0.
By writing functions, you can represent ANYTHING in the script, using ANY name you want (as long as it's not predefined). It's not XS User Code. It's the fact that you're now working with RM Scripting. I suggest you read up on Random Map functions a bit.
Your quoted SunColor function is a function that map author created, which is why you may not be able to use it on just any map.[This message has been edited by pftq (edited 12-12-2006 @ 03:04 AM).]