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Age of Mythology Heaven » Forums » Scenario Design » Have a Trigger Request? Post it here!
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Topic Subject:Have a Trigger Request? Post it here!
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invent00r
Mortal
posted 04 October 2007 11:46 AM EDT (US)         
So you have a question trigger request?

You can post it here!



Hello and Welcome to the Trigger Request Thread (TRT). This thread purpose is only to place trigger request and discuss about them. If you have unrelated questions or need help with triggers, please use OmegasRage thread!



Before posting your request, it's always good to read the so-called FAQ.

  1. What is a FAQ?
    The term "FAQ" (when pronounced, it rhymes with "back") is an acronym for Frequently Asked Questions.
  2. How do I install a trigger?
    First of all, you need to have Age of Mythology installed. If you have that, then you are half away done. Now you will need to find your way to your AoM installation folder, and open the trigger folder or the trigger2 folder if you pretend to install the new trigger on The Titans (the expansion). With the notepad, open a file called, typetest.xml - at this point, you need to copy the trigger from this page and paste it there. If you requested a condition, then place it under or under if it was an effect you requested.

    Notes:
    1. Please put the trigger at the end of each list so you can easly remove them and keep the integrity of the typetest file.
    2. When copying the trigger from someone, please click the edit image (), and only then copy the respective effect or condition.
    3. If this is your 1st trigger you're installing, please backup the original typetest file.

  3. So.. How exactly are new triggers done?
    AoM has a built-in engine that can prase XS code. Triggers are programmed and interpreted using this language through a serious of existing functions. Since there are over 600 functions, and only a few are used by the default triggers, this leaves plenty of room for a whole new set of advanced, usefull triggers - but it does have some limitations...
  4. I want to learn triggers, how do I do that?
    It takes a quite some time, but if you really wish to learn triggers, I recommend fully understanding XS language before you start making triggers, and for that you need to go here - Master XS. If you want to skip all that, and you want to be able to do only simple triggers, read this guide.
  5. Help! My triggers have stopped working!
    Triggers Stop Working Guide. Also using run immediately, linking camera tracks, sound timers and decimals in conditions like Timer and Distance to Unit effect, might cause this. Moreover, typing an invalid name on the Victory Conditions will cause a trigger block. But post these sort of questions in the Great Question thread.



Resources

Recommended Downloads:
  1. Trigger Loader 2 + Quest Vars (AoM && TT) by invent00r and Mythic_Freak
  2. SomeNewXTriggers 3 (TT) & SomeNewTriggers 4 (AoM) by Reyk
  3. Proactive Triggers (TT & AoM) by invent00r
  4. Advanced Triggers Set (TT) by pftq
  5. New Custom Triggers (TT) by Baseballkid14
  6. New triggers for TT v3 by nottud
  7. Conditonal Effects (TT & AoM) by nottud
  8. Angry Levels (TT & AoM) by angryzor
  9. SIMSTools (TT) by angryzor
  10. A list of all guides sorted by Paperfriend




Posting a Request

So you have read the FAQ and want to post a request? Ok, go for it, just be sure to use the following format:

Name - This should be as straightforward as possible.
Description - Always describe the actions that you want the trigger to perform. Please give atleast one example of use.

Remember that not all triggers are possible but I - and anyone who wants to help me -, will try our best.

Enjoy. .
-invent00r

My Work: 1 2 3 4 5 6 7 8 9 10

WIP: Master XS Battle Micro AI
Paused: AI (%4.247)
Os segredos so de quem os souber guardar.

[This message has been edited by invent00r (edited 08-15-2008 @ 03:40 PM).]

AuthorReplies:
MetalPyro876
Mortal
posted 06 August 2008 09:47 AM EDT (US)     1976 / 2502       
oooh, sorry I meant one that only raises or lowers it in a certain area, sorry. I realise that that is a really picky trigger :/

Scenario in progress: Wanderer of Worlds RPG
Recent Scenario: Cliff Jumper Minigame (beta)
Check out my guide on how to make a cool custom special attack here!
killerdong
Banned
posted 06 August 2008 09:53 AM EDT (US)     1977 / 2502       
im sure nottud has made that too, try downloading his trigger packs and superpacks

i might be thinking of change terrain in area but.. :P
MetalPyro876
Mortal
posted 06 August 2008 10:24 AM EDT (US)     1978 / 2502       
I have all his superpacks, but i'll make a second check, thanks

Scenario in progress: Wanderer of Worlds RPG
Recent Scenario: Cliff Jumper Minigame (beta)
Check out my guide on how to make a cool custom special attack here!
Mythic_Freak
Mortal
posted 06 August 2008 02:01 PM EDT (US)     1979 / 2502       
I meant one that only raises or lowers it in a certain area.
Hmm, that's prime nottud stuff, you better wait for his return.

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak
rlpLeYs
Mortal
(id: TriggerGuy)
posted 06 August 2008 02:27 PM EDT (US)     1980 / 2502       
He has a trigger called, zQuik raise/lower land anywhere.
HailToTheOboe
Bitten by a radioactive ostrich
posted 06 August 2008 06:08 PM EDT (US)     1981 / 2502       
MetalPyro876
Mortal
posted 07 August 2008 07:10 AM EDT (US)     1982 / 2502       
Okay, I'll figure something out. I had this awesome idea for an elevator that used a looping trigger to lower terrain a little bit at a time. I would just put a roc tent at the top and make an entrance at the bottom

Scenario in progress: Wanderer of Worlds RPG
Recent Scenario: Cliff Jumper Minigame (beta)
Check out my guide on how to make a cool custom special attack here!
killerdong
Banned
posted 07 August 2008 09:34 AM EDT (US)     1983 / 2502       
This would be a nice condition

maybe as a conditinoal effect also

Condition name: Protounit Equals
Dexcription: With this you would choose which unit and which type of stat like regular modify protounit, but you would put a number saying such as, "Anubite : Hand Attack Hack : Stat Equals=13" so if the anubite has 13 attack then the effects fire

[This message has been edited by killerdong (edited 08-07-2008 @ 09:39 AM).]

Mythic_Freak
Mortal
posted 08 August 2008 03:30 PM EDT (US)     1984 / 2502       
Again far to much work...

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak
Hot Sax
Mortal
(id: OmegasRage)
posted 08 August 2008 05:08 PM EDT (US)     1985 / 2502       
Is there any possible way to create a trigger for Vanilla that worked like Modify Protounit? Set Tech Status is getting on my nerves.

I was also astounded.
invent00r
Mortal
posted 08 August 2008 06:01 PM EDT (US)     1986 / 2502       
Nope. Not possible OmegasRage.

-invent00r

My Work: 1 2 3 4 5 6 7 8 9 10

WIP: Master XS Battle Micro AI
Paused: AI (%4.247)
Os segredos so de quem os souber guardar.
HailToTheOboe
Bitten by a radioactive ostrich
posted 08 August 2008 06:34 PM EDT (US)     1987 / 2502       
For single player scenarios you can sort of work around it by having multiple players with different techs researched and converting between them / changing active player if necessary. This lets you go backwards as well as forwards, but it's very limiting.
Mythic_Freak
Mortal
posted 09 August 2008 05:19 AM EDT (US)     1988 / 2502       
Someone could make a trigger that simulates the Modify protounit trigger with the set tech status used internally. Then you could go with deltas of like 5% up for the most basic fields (hp, hack, pierce, attack, LOS).

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak
Yeebaagooon
EXCO Emeritus
posted 09 August 2008 05:29 AM EDT (US)     1989 / 2502       
Percentages can already be done with Quest Vars.

______________________________________ Yeebaagooon ______________________________________
____________________ AoMH Seraph ____________________
"I saw the picture and became immediately worried about Yeeb seducing and buying out Zen" - Shanks13
"Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto 5.0|Multiplayer: Minigames X 4.7|CSC 7
Ex Seraphs Dictator, Spore Heaven Seraph
HailToTheOboe
Bitten by a radioactive ostrich
posted 09 August 2008 10:34 AM EDT (US)     1990 / 2502       
Mythic_Freak
Mortal
posted 09 August 2008 11:41 AM EDT (US)     1991 / 2502       
After a long discussion, we came up with xl, because invent00r likes x, and I suggested l.

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak

[This message has been edited by Mythic_Freak (edited 08-11-2008 @ 10:44 AM).]

HailToTheOboe
Bitten by a radioactive ostrich
posted 09 August 2008 02:26 PM EDT (US)     1992 / 2502       
It would be more convenient for general use if the tag wasn't at the beginning of the trigger, that way it sorts into the list by what it does instead of where it comes from.
MetalPyro876
Mortal
posted 10 August 2008 06:07 PM EDT (US)     1993 / 2502       
Is there a Condition called Key Pressed or Key Pushed? I need this because if I use chat contains it will fire more than one event and be used longer than wanted.

Scenario in progress: Wanderer of Worlds RPG
Recent Scenario: Cliff Jumper Minigame (beta)
Check out my guide on how to make a cool custom special attack here!
Mythic_Freak
Mortal
posted 11 August 2008 03:14 AM EDT (US)     1994 / 2502       
This might be what you're looking for:
<Effect name="Hotkey Fire Event Offline">
<Param name="key" dispName="HotKey" varType="string">control-shift-F1</Param>
<Param name="ctxt" dispName="Context" varType="string">game</Param>
<Param name="event" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Param name="info" dispName="Info" varType="string">The hotkey will remain active after the game has finished.</Param>
<Param name="info2" dispName="Info" varType="string">It could fire another (random) trigger next game, so make sure to reset the key back to default as soon as the scenario ends.</Param>
<command>map("%key%","%ctxt%","trackInsert() trackAddWaypoint() trackPlay(1,%event%)");</command>
</Effect>
<Effect name="Hotkey Fire Event Online">
<Param name="key" dispName="HotKey" varType="string">control-shift-F1</Param>
<Param name="ctxt" dispName="Context" varType="string">game</Param>
<Param name="event" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Param name="Msg" dispName="Message" varType="string">default</Param>
<Param name="sec" dispName="Check every (sec)" varType="long">5</Param>
<Param name="info" dispName="Info" varType="string">Chances of OoS increase if you check more often than 5 seconds.</Param>
<Param name="info2" dispName="Info" varType="string">The hotkey will remain active after the game has finished if not reset.</Param>
<Command>map("%key%","%ctxt%","sendChatToEveryone(\"%Msg%\")");</Command>
<Command>xsDisableSelf();}}</Command>
<Command>rule CheckHotkeyChat</Command>
<Command> active</Command>
<Command>minInterval %sec%</Command>
<Command>{</Command>
<Command>bool checkChat = false;</Command>
<Command>for(i=cNumberPlayers-1;>0)</Command>
<Command>checkChat = checkChat || trChatHistoryContains("%Msg%", i);</Command>
<Command> if(checkChat) {</Command>
<Command>trChatHistoryClear();</Command>
<Command>trEventFire(%event%);</Command>
<Command>}</Command>
<Command>}</Command>
<Command>rule IgnoreIgnoreIgnore</Command>
<Command> inactive</Command>
<Command>{</Command>
<Command> if(false) {</Command>
</Effect>
It would be more convenient for general use if the tag wasn't at the beginning of the trigger, that way it sorts into the list by what it does instead of where it comes from.
Hmm.. we'll think about it.

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak

[This message has been edited by Mythic_Freak (edited 08-11-2008 @ 03:16 AM).]

MetalPyro876
Mortal
posted 11 August 2008 06:18 AM EDT (US)     1995 / 2502       
DUDE! if this is it THANKYOU!

Scenario in progress: Wanderer of Worlds RPG
Recent Scenario: Cliff Jumper Minigame (beta)
Check out my guide on how to make a cool custom special attack here!
invent00r
Mortal
posted 11 August 2008 06:24 AM EDT (US)     1996 / 2502       
@:Mythic_Freak
I can't believe you've quoted me on that. Prepare to be embarrassed in the future. .

@:HailToTheOboe
If the xl tag is placed in the end of the name, you wouldn't consider it as a separate trigger that requires a loader.

But it doesn't really makes a difference. You can make one without a tag and just state that it
requires the Trigger Loader on all triggers.
-invent00r

My Work: 1 2 3 4 5 6 7 8 9 10

WIP: Master XS Battle Micro AI
Paused: AI (%4.247)
Os segredos so de quem os souber guardar.
Azur
Devil's Advocate
(id: Azur_Fire)
posted 11 August 2008 07:33 AM EDT (US)     1997 / 2502       
So I was making a trigger for fun, and I don't care if it's already been made or anything, but I'm stuck as to what commands to use. This is what I have so far:
<Effect name="Move Units in Area to Unit">
<Param name="Player" dispName="Player" varType="player">0</Param>
<Param name="SrcObject" dispName="Center Unit" varType="unit">default</Param>
<Param name="DstObject" dispName="Target Unit" varType="unit">default</Param>
<Param name="Dist" dispName="Radius" varType="float">10</Param>
<Param name="UnitType" dispname="Unit Type" varType="string">Unit</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">False</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>

[This message has been edited by Azur_Fire (edited 08-11-2008 @ 07:34 AM).]

Mythic_Freak
Mortal
posted 11 August 2008 07:42 AM EDT (US)     1998 / 2502       
I can't believe you've quoted me on that. Prepare to be embarrassed in the future. .
It's not embarrassing... you said it for fun (right..?). So I thought I'd share it with the others.

If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak
Baseballkid14
Mortal
posted 11 August 2008 08:34 AM EDT (US)     1999 / 2502       
Azur Fire,

Here is teh Move From Area trigger already provided by Ensemble Studious:
   <Effect name="$$23801$$Move From Area">
<Param name="RefObject" dispName="$$22300$$Center Unit" varType="unit">default</Param>
<Param name="UnitType" dispName="$$23798$$Type" varType="string">Unit</Param>
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">0</Param>
<Param name="Radius" dispName="$$22303$$Radius" VarType="float">10</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0</Param>
<Param name="AttackMove" dispName="$$18986$$Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="RefObject">trUnitSelect("%RefObject%");</Command>
<Command>trUnitMoveFromArea(%DstPoint%, -1, %AttackMove%, %PlayerID%, "%UnitType%", %Radius%);</Command>
</Effect>
So all we have to change is the target area, to the target unit. Unfortunately, it is not that simple because it accepts a vector value (I think), or a set of 3 numbers seperated by commas. So we need to get the target units locations and use that as the value.

Here is the trigger I get after doing this:
   <Effect name="$$23801$$Move From Area">
<Param name="RefObject" dispName="$$22300$$Center Unit" varType="unit">default</Param>
<Param name="UnitType" dispName="$$23798$$Type" varType="string">Unit</Param>
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">0</Param>
<Param name="Radius" dispName="$$22303$$Radius" VarType="float">10</Param>
<Param name="DstUnit" dispName="Target Unit" varType="unit">-1</Param>
<Param name="AttackMove" dispName="$$18986$$Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="RefObject">trUnitSelect("%RefObject%");</Command>
<Command>trQuestVarSet("alkjdaf", kbUnitGetPosition("DstUnit"));</Command>
<Command>trUnitMoveFromArea(trQuestVarGet("alkjdaf"), -1, %AttackMove%, %PlayerID%, "%UnitType%", %Radius%);</Command>
</Effect>
I ddin't check if kbUnitGetPosition was a valid command or whether it needed quotes so this might not work, but it is a start.
invent00r
Mortal
posted 11 August 2008 09:13 AM EDT (US)     2000 / 2502       
@:Mythic_Freak
It was a self-joke. Extremelly private. You will suffer.

@:Baseballkid14
kbUnitGetPosition() requires the ID of a unit, and also requires to use kbLookAtAllUnitsOnMap(). Therefore you need to use kbGetBlockPosition() instead.

And also, since default QVs only work floats and the function returns a vector it won't work.

Now I won't post a trigger because you can already do it yourself:
  1. Unit Position To QV Vector
  2. Move To QV Vector or this one:
   <Effect name="Move From Area to QV Vector">
<Param name="RefObject" dispName="$$22300$$Center Unit" varType="unit">default</Param>
<Param name="UnitType" dispName="$$23798$$Type" varType="string">Unit</Param>
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param>
<Param name="Radius" dispName="$$22303$$Radius" VarType="float">10</Param>
<Param name="V" dispName="Vector Name" VarType="string">V1</Param>
<Param name="AttackMove" dispName="$$18986$$Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="RefObject">trUnitSelect("%RefObject%");</Command>
<Command>trUnitMoveFromArea(trVectorQuestVarGetX("%V%"),trVectorQuestVarGetY("%V%"),trVectorQuestVarGetZ("%V%"), -1, %AttackMove%, %PlayerID%, "%UnitType%", %Radius%);</Command>
</Effect>
Both naturally require the Trigger Loader.

By the way - 2000 post!


-invent00r

My Work: 1 2 3 4 5 6 7 8 9 10

WIP: Master XS Battle Micro AI
Paused: AI (%4.247)
Os segredos so de quem os souber guardar.
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