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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 são de quem os souber guardar.

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

AuthorReplies:
nottud
Mortal
posted 18 January 2008 11:52 AM EDT (US)     476 / 2502       
When you playtest the healing spring loses it's ability.

Why not just do this:

The trigger gets the ownership of the spring and then converts to gaia that can be captured with 1 man and then converts back to old ownership quickly again?

The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
Joka_003
Mortal
posted 18 January 2008 02:53 PM EDT (US)     477 / 2502       
its ok elrich take ur time, thx

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
Elrich
Hero
posted 19 January 2008 02:49 AM EDT (US)     478 / 2502       
From the Office of
Elrich


For Joka...


Convert and/or Change Proto Type of a random # of units in area

<Effect name="elConvert ProtoChange Rndm Amt In Area">
<Param name="Object" dispName="Center Point" VarType="area">0</Param>
<Param name="Dst" dispName="Radius" VarType="float">10.0</Param>
<Param name="FromPlayer" dispName="From Player" VarType="player">0</Param>
<Param name="ToPlayer" dispName="To Player" VarType="player">0</Param>
<Param name="ProtoNameFrom" dispName="From Type" VarType="Protounit"></Param>
<Param name="ProtoNameTo" dispName="To Type" VarType="Protounit"></Param>
<Param name="ChangeCount" dispName="Change rnd amt up to" VarType="long">6</Param>
<command>int lastpl = xsGetContextPlayer();</command>
<command>int ResultSet=0;</command>
<command>int iMatchedUnitID=0;</command>
<command>int iFromPlayer=%FromPlayer%;</command>
<command>int iToPlayer=%ToPlayer%;</command>
<command>int idxResult=0;</command>
<command>bool bDoConvert = true;</command>
<command>bool bDoChangeProto = true;</command>
<command>if (%FromPlayer% == %ToPlayer%) bDoConvert = false;</command>
<command>if ("%ProtoNameFrom%" == "%ProtoNameTo%") bDoChangeProto = false;</command>
<command>xsSetContextPlayer(iFromPlayer);</command>
<Command>trQuestVarSetFromRand("convarearandom", 1, %ChangeCount%, true);</Command>
<command>int idxChangeCount=trQuestVarGet("convarearandom");</command>
<command>ResultSet=kbUnitQueryCreate("ResultSet");</command>
<command>kbUnitQuerySetPlayerID(ResultSet, iFromPlayer);</command>
<command>kbUnitQuerySetUnitType(ResultSet, kbGetProtoUnitID("%ProtoNameFrom%"));</command>
<command>kbUnitQueryResetResults(ResultSet);</command>
<command>idxResult=kbUnitQueryExecute(ResultSet);</command>
<command>if (idxResult > idxChangeCount) idxResult = idxChangeCount;</command>
<command>while(idxResult>0)</command>
<command>{</command>
<command>idxResult=idxResult-1;</command>
<command>iMatchedUnitID = kbUnitQueryGetResult(ResultSet,idxResult);</command>
<command>trUnitSelectClear();</command>
<command>trUnitSelectByID(iMatchedUnitID);</command>
<command>if(%Dst%>=trUnitDistanceToPoint(%Object%)) </command>
<command>{</command>
<command>if (bDoConvert == true) trUnitConvert(iToPlayer);</command>
<command>if (bDoChangeProto == true) trUnitChangeProtoUnit("%ProtoNameTo%");</command>
<command>}</command>
<command>}</command>
<command>xsSetContextPlayer(lastpl);</command>
</Effect>


This trigger will choose a random number of units (between 1 and "Change rnd amt up to" setting) within the given radius from the point chosen and either convert them to a different player and/or change the protounit type as well based on the settings described below:

This trigger works in a few combinations:
If you make To Player the same as From Player, then it won't convert. Just make sure you specify the From Player so it knows which player to Change Proto Unit for.

For From Type and To Type there are three variations:



From Type SettingTo Type SettingResulting effect
none chosen (blank)unit type chosenAny unit type belonging to player #(from player) will be converted to (To Type unit chosen)
(unit type chosen)(different unit type chosen)Only (From Type units) of Player #(From Player) will be changed to (To Type unit chosen)
(unit type chosen)(same unit type chosen)don't change the unit type (including if both To and From Types are blank)






Do Percent Damage to a random # of units in area


This trigger will choose a random number of units (between 1 and "Change rnd amt up to" setting) and damage them (or heal if negative percent entered) by the percent amount entered.

This also has a couple of combinations:
You must choose a From Player, but if you leave the From Type blank (nothing chosen), then it will damage ANY units belonging to the From Player within the given radius from the point chosen. If you do specify a From Type, it will only damage that type of unit of the From Player.

<Effect name="elDamage Percent Rndm Amt In Area">
<Param name="Object" dispName="Center Point" VarType="area">0</Param>
<Param name="Dst" dispName="Radius" VarType="float">10.0</Param>
<Param name="FromPlayer" dispName="From Player" VarType="player">0</Param>
<Param name="ProtoNameFrom" dispName="From Type" VarType="Protounit"></Param>
<Param name="DamagePct" dispName="DamagePct" varType="float">50</Param>
<Param name="ChangeCount" dispName="Change rnd amt up to" VarType="long">6</Param>
<command>int lastpl = xsGetContextPlayer();</command>
<command>int ResultSet=0;</command>
<command>int iMatchedUnitID=0;</command>
<command>int iFromPlayer=%FromPlayer%;</command>
<command>int idxResult=0;</command>
<command>xsSetContextPlayer(iFromPlayer);</command>
<Command>trQuestVarSetFromRand("convarearandom", 1, %ChangeCount%, true);</Command>
<command>int idxChangeCount=trQuestVarGet("convarearandom");</command>
<command>ResultSet=kbUnitQueryCreate("ResultSet");</command>
<command>kbUnitQuerySetPlayerID(ResultSet, iFromPlayer);</command>
<command>if ("%ProtoNameFrom%" != "") kbUnitQuerySetUnitType(ResultSet, kbGetProtoUnitID("%ProtoNameFrom%"));</command>
<command>kbUnitQueryResetResults(ResultSet);</command>
<command>idxResult=kbUnitQueryExecute(ResultSet);</command>
<command>if (idxResult > idxChangeCount) idxResult = idxChangeCount;</command>
<command>while(idxResult>0)</command>
<command>{</command>
<command>idxResult=idxResult-1;</command>
<command>iMatchedUnitID = kbUnitQueryGetResult(ResultSet,idxResult);</command>
<command>trUnitSelectClear();</command>
<command>trUnitSelectByID(iMatchedUnitID);</command>
<command>if(%Dst%>=trUnitDistanceToPoint(%Object%)) </command>
<command>{</command>
<command>trDamageUnitPercent(ÚmagePct%);</command>
<command>}</command>
<command>}</command>
<command>xsSetContextPlayer(lastpl);</command>
</Effect>


goodnight......zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
invent00r
Mortal
posted 19 January 2008 03:13 AM EDT (US)     479 / 2502       
@:Elrich
Defining integers don't allow multiple uses inside the same trigger. You can't redefine a variable, which will lead to an error.
A work around is creating variables through loops:

for(ImAnInt=0;>1){}

You have also defined booleans, which would be more a less as the above, only 0 and 1. In the first effect, you have: defined a bool, set it true; compare something and changed it; compare the bool value and perform an action. This can be reduced to: compare something.

Finally, xsGetContextPlayer() doesn't work for 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 são de quem os souber guardar.
nottud
Mortal
posted 19 January 2008 03:24 AM EDT (US)     480 / 2502       
I did at one point think of a way to use strings without defining them by using constants but I can't seem to be able to find any ready available string constants to use - all the string constants mentioned in the constants list don't seem to work. Do you know any that do work?

Does anyone know how to get both parts to work as 1 trigger instead of doing it in 2 parts? It would save the interface flashing and they would be easier to use but any attempts by me so far have failed!

   <Effect name="zCopy Terrain to Clipboard Part 1">
<Param name="warning" dispName="Info" varType="string">Place 2 cinematic blocks at opposite corners of the square of land you want to copy and select them</Param>
<Param name="SrcObject" dispName="Cine Block1" varType="unit">default</Param>
<Param name="SrcObject2" dispName="Cine Block2" varType="unit">default</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>map("mouse1down", "copy", "");</Command>
<Command>map("mouse1up", "copy", "");</Command>
<Command>map("mouse1up", "TerrainPaste", "");</Command>
<Command>map("mouse2up", "TerrainPaste", "");</Command>
<Command>subModeEnter("Simulation", "Editor");</Command>
<Command>configToggle("cameraMovementLock");</Command>
<Command>subModeEnter("Simulation", "Editor");</Command>
<Command>modeEnter("pregame");</Command>
<Command>modeEnter("Simulation");</Command>
<Command>subModeEnter("Simulation", "Singleplayer");</Command>
<Command>editMode("copy");</Command>
<Command>trackInsert();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackAddWaypoint();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trQuestVarSet("zzza",xsVectorGetX(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trQuestVarSet("zzzb",xsVectorGetY(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trQuestVarSet("zzzc",xsVectorGetZ(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trCameraCut(xsVectorSet(trQuestVarGet("zzza"),trQuestVarGet("zzzb"),trQuestVarGet("zzzc")), vector(0.0,-1.0,0.0), vector(0.7,-0.0,0.7), vector(0.7,0.0,-0.7));</Command>
<Command>uiTerrainSelection(0);</Command>
<Command>trQuestVarSet("zzzaa",xsVectorGetX(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trQuestVarSet("zzzbb",xsVectorGetY(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trQuestVarSet("zzzcc",xsVectorGetZ(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trCameraCut(xsVectorSet(trQuestVarGet("zzzaa"),trQuestVarGet("zzzbb"),trQuestVarGet("zzzcc")), vector(0.0,-1.0,0.0), vector(0.7,-0.0,0.7), vector(0.7,0.0,-0.7));</Command>
<Command>trackInsert();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackAddWaypoint();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackPlay(10000,-1);</Command>
<Command>trEventFire(%EventID%);</Command>
</Effect>

<Effect name="zCopy Terrain to Clipboard Part 2">
<Param name="warning" dispName="Info" varType="string">Insert version 1 (Other one) then FIRE EVENT part 2 to make it work!</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>uiTerrainSelection(1);</Command>
<Command>uiCopyToClipboard();</Command>
<Command>editMode("none");</Command>
<Command>subModeLeave("Simulation", "Editor");</Command>
<Command>trackRemove();</Command>
<Command>trackPlay(1,-1);</Command>
<Command>configToggle("cameraMovementLock");</Command>
<Command>trEventFire(%EventID%);</Command>
<Command>map("mouse1down", "copy", "uiTerrainSelection(0)");</Command>
<Command>map("mouse1up", "copy", "uiTerrainSelection(1)");</Command>
<Command>map("mouse1up", "TerrainPaste", "uiPasteFromClipboard");</Command>
<Command>map("mouse2up", "TerrainPaste", "editMode(\"copy\")");</Command>
</Effect>

<Effect name="zPaste Terrain from Clipboard Part 1">
<Param name="warning" dispName="Info" varType="string">Place 2 cinematic blocks at opposite corners of the square of land you want to copy and select them</Param>
<Param name="SrcObject" dispName="Cine Block1" varType="unit">default</Param>
<Param name="SrcObject2" dispName="Cine Block2" varType="unit">default</Param>
<Param name="v" dispName="Paste rotation" varType="stringid">0</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>map("mouse1down", "copy", "");</Command>
<Command>map("mouse1up", "copy", "");</Command>
<Command>map("mouse1up", "TerrainPaste", "");</Command>
<Command>map("mouse2up", "TerrainPaste", "");</Command>
<Command>subModeEnter("Simulation", "Editor");</Command>
<Command>configToggle("cameraMovementLock");</Command>
<Command>subModeEnter("Simulation", "Editor");</Command>
<Command>modeEnter("pregame");</Command>
<Command>modeEnter("Simulation");</Command>
<Command>subModeEnter("Simulation", "Singleplayer");</Command>
<Command>subModeEnter("Simulation", "Singleplayer");</Command>
<Command>editMode("TerrainPaste");</Command>
<Command>trackInsert();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackAddWaypoint();</Command>
<Command>trackEditWaypoint();</Command>
<Command>uiChangeBrushType("Rectangular");</Command>
<Command>uiSetClipboardRotation(%v%);</Command>
<Command>trQuestVarSet("zzza",xsVectorGetX(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trQuestVarSet("zzzb",xsVectorGetY(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trQuestVarSet("zzzc",xsVectorGetZ(kbGetBlockPosition("%SrcObject%")));</Command>
<Command>trCameraCut(xsVectorSet(trQuestVarGet("zzza"),trQuestVarGet("zzzb"),trQuestVarGet("zzzc")), vector(0.0,-1.0,0.0), vector(0.7,-0.0,0.7), vector(0.7,0.0,-0.7));</Command>
<Command>uiTerrainSelection(0);</Command>
<Command>trQuestVarSet("zzzaa",xsVectorGetX(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trQuestVarSet("zzzbb",xsVectorGetY(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trQuestVarSet("zzzcc",xsVectorGetZ(kbGetBlockPosition("%SrcObject2%")));</Command>
<Command>trCameraCut(xsVectorSet(trQuestVarGet("zzzaa"),trQuestVarGet("zzzbb"),trQuestVarGet("zzzcc")), vector(0.0,-1.0,0.0), vector(0.7,-0.0,0.7), vector(0.7,0.0,-0.7));</Command>
<Command>trackInsert();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackAddWaypoint();</Command>
<Command>trackEditWaypoint();</Command>
<Command>trackPlay(10000,-1);</Command>
<Command>trEventFire(%EventID%);</Command>
</Effect>

<Effect name="zPaste Terrain from Clipboard Part 2">
<Param name="warning" dispName="Info" varType="string">Paste area needs to be same size as one you copied. Fire event part 2 after part 1.</Param>
<Param name="v1" dispName="Enable Height Paste" varType="Bool">true</Param>
<Param name="v2" dispName="Enable Terrain Paste" varType="Bool">true</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>uiTerrainSelection(1);</Command>
<Command>if(%v1% == false)uiToggleTerrainPasteMode(2);</Command>
<Command>if(%v2% == false)uiToggleTerrainPasteMode(1);</Command>
<Command>uiPasteFromClipboard();</Command>
<Command>if(%v1% == false)uiToggleTerrainPasteMode(2);</Command>
<Command>if(%v2% == false)uiToggleTerrainPasteMode(1);</Command>
<Command>editMode("none");</Command>
<Command>subModeLeave("Simulation", "Editor");</Command>
<Command>trackRemove();</Command>
<Command>trackPlay(1,-1);</Command>
<Command>configToggle("cameraMovementLock");</Command>
<Command>trEventFire(%EventID%);</Command>
<Command>map("mouse1down", "copy", "uiTerrainSelection(0)");</Command>
<Command>map("mouse1up", "copy", "uiTerrainSelection(1)");</Command>
<Command>map("mouse1up", "TerrainPaste", "uiPasteFromClipboard");</Command>
<Command>map("mouse2up", "TerrainPaste", "editMode(\"copy\")");</Command>
</Effect>


And could someone please rewrite this trigger as a condition? I can't get it to work right except as a conditional effect. (The original timer MS does not work properly but this does)
   <Effect name="conditional Timer ms (fix)">
<Param name="Param1" dispName="$$22293$$Milliseconds" VarType="long">0</Param>
<Param name="Qv" dispName="Unused quest var" VarType="string">moo</Param>
<Command>if(trQuestVarGet("%Qv%"+3) == 0){</Command>
<Command>trQuestVarSet("%Qv%"+2, %Param1%);</Command>
<Command>trQuestVarSet("%Qv%"+3, 1);</Command>
<Command>}</Command>
<Command>trQuestVarSet("%Qv%"+1,trTimeMS());</Command>
<Command>if(trQuestVarGet("%Qv%"+1) >= trQuestVarGet("%Qv%"+2)){</Command>
<Command>trQuestVarSet("%Qv%"+2, trQuestVarGet("%Qv%"+2) + %Param1%);</Command>
</Effect>

The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.

[This message has been edited by nottud (edited 01-19-2008 @ 03:39 AM).]

Lupus
Sage
posted 19 January 2008 03:41 AM EDT (US)     481 / 2502       
Arch once told me how to create a simple Clear Selection trigger. But it's impossible to find that post, which is the reason of why I'm requesting it here.

nottud
Mortal
posted 19 January 2008 03:46 AM EDT (US)     482 / 2502       
I think it is in the proactive triggers.

The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
invent00r
Mortal
posted 19 January 2008 05:00 AM EDT (US)     483 / 2502       
Wait... The return value for a non-existing QV is 0? Not -1?

-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 são de quem os souber guardar.
Rafescow
Mortal
posted 19 January 2008 07:53 AM EDT (US)     484 / 2502       
Quoted from nottud
The trigger gets the ownership of the spring and then converts to gaia that can be captured with 1 man and then converts back to old ownership quickly again?
and wich triggers I should use to do so?
Lupus
Sage
posted 19 January 2008 08:08 AM EDT (US)     485 / 2502       
I found it!


uiClearSelection();


By the way, is it possible to figure out and learn how to create triggers by just looking in the typetest.xml file? Or do you have to have some programming skills first?

Elrich
Hero
posted 19 January 2008 08:52 AM EDT (US)     486 / 2502       
Defining integers don't allow multiple uses inside the same trigger. You can't redefine a variable, which will lead to an error.
You're right. Now I understand why people say you can't use local variables. It would be fine as long as this effect isn't used more than once in the same trigger though...
You have also defined booleans, which would be more a less as the above, only 0 and 1. In the first effect, you have: defined a bool, set it true; compare something and changed it; compare the bool value and perform an action. This can be reduced to: compare something.
I think like a programmer who writes code that is taken in steps so that it is easy to understand by someone else. Sure, you could jam a few statements together, though..
Finally, xsGetContextPlayer() doesn't work for triggers.
I based this trigger on Convert in Area. Both that trigger and mine work, but perhaps I am not seeing some side-effect?

In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
Joka_003
Mortal
posted 19 January 2008 12:28 PM EDT (US)     487 / 2502       
WOW elrich thanx a bunch bro, i really appreciate the hard work u put into this, just one thing

i have no idea how to read all those codes and variable and wat not lol

i was expecting u wud make it where i can just download it
and put it in a folder

wat am i suppose to do, i dont want ur work to go to waste

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
Mythic_Freak
Mortal
posted 19 January 2008 01:22 PM EDT (US)     488 / 2502       
By the way, is it possible to figure out and learn how to create triggers by just looking in the typetest.xml file? Or do you have to have some programming skills first?
Imagination, a set of brains and some examples from people that actually know how it works will do the trick. Programming skills is a nice bonus.

You just have to search a list of all commands etc. you can possibly implement in triggers:
* tr... (there is some list available, but not at heavengames)
* kb... (look at the AI docs in your aom folder)
* console commands (type helptext(":") in the console for a complete list)
* all input types

The original typetest is a good example too see how ES used input types, parameters and commands. But most triggers ES made are just 1 line of code, that directly accept the parameters given in the trigger. If you want to do more advanced stuff you will have to combine them.

Programming skills makes it easier to understand what, say, a for- or while-loop does. But the functions ES provides us are pretty high level (easy to understand).

And of course invent00r is always around so you can bug him with your nooby questions.

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
Fluttershy
Mortal
(id: Freaky2)
posted 19 January 2008 01:46 PM EDT (US)     489 / 2502       
WOW elrich thanx a bunch bro, i really appreciate the hard work u put into this, just one thing

i have no idea how to read all those codes and variable and wat not lol

i was expecting u wud make it where i can just download it
and put it in a folder

wat am i suppose to do, i dont want ur work to go to waste
Press edit on the message, and copy the code, then open an existing .xml file in notepad, and paste it in at the end, after another trigger ends but before all the triggers end.
so between the
</effect></effects>
tags.

(_̅_̅(̲̲̲̲̲̅̅̅̅̅̅(̅_̅_̲̅marij̲u̲̅an̲̅a̲̅̅_̅_̅_̅()
(is not as helluva drug as pepe)
Mythic_Freak
Mortal
posted 19 January 2008 01:53 PM EDT (US)     490 / 2502       
I think it'd be safer to make his own file to t§est it first. If anything goes wrong only his file will fail to load and the other triggers will keep working.

So just copy the general layout of the xml file to notepad, paste it there and save as .xml (NOT .xml.txt - the notepad sign should disappear - or at least change into a smaller version - if you saved it correctly!).

<?xml version = "1.0"?>
<trigger version="2">
<Conditions>
<!-- paste my conditions here -->
</Conditions>
<Effects>
<!-- paste my effects here -->
</Effects>
</trigger>


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
Joka_003
Mortal
posted 19 January 2008 02:27 PM EDT (US)     491 / 2502       
rofl ok im so lost.

can some one show me a step by step detailed guide that shows me exactly where im suppose to put that?

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
Elrich
Hero
posted 19 January 2008 04:49 PM EDT (US)     492 / 2502       
I'll make something for you Joka. I want to try updating some things in the trigger because of suggestions made after I released it. Can you wait about one more day? I've got to go out now, but I think tonight I'll have some more time to test my updates to my triggers....

In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
nottud
Mortal
posted 19 January 2008 05:14 PM EDT (US)     493 / 2502       
I thought someone already made a guiade on how to do it. By the way does anyone have any solutions to my triggers I posted earlier?

The boy with the mad imagination
Prepare for the ultimate duel!
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Joka_003
Mortal
posted 19 January 2008 05:17 PM EDT (US)     494 / 2502       
sure, take ur time

errm...cud u bring me back some white castle burgers & onion rings with a medium pepsi

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
Mythic_Freak
Mortal
posted 19 January 2008 05:26 PM EDT (US)     495 / 2502       
Sorry nottud, I can't look into it now (don't have enough spare time). I could try next week, if someone else hasn't tried yet.

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
Elrich
Hero
posted 19 January 2008 07:18 PM EDT (US)     496 / 2502       
I'll look now, though, I'm still making mistakes you guys have figured out years ago, but you never know.....

In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
Fluttershy
Mortal
(id: Freaky2)
posted 19 January 2008 07:19 PM EDT (US)     497 / 2502       
I thought someone already made a guiade on how to do it.
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,24939,,all

(_̅_̅(̲̲̲̲̲̅̅̅̅̅̅(̅_̅_̲̅marij̲u̲̅an̲̅a̲̅̅_̅_̅_̅()
(is not as helluva drug as pepe)
Joka_003
Mortal
posted 19 January 2008 11:42 PM EDT (US)     498 / 2502       
i have two more requests, not sure if they are possible though:

protounit in area of protounit - conditions
change protounit in area of protounit - effects

names are pretty self explanitory but ill give a brief explanation any way:

lets say i deploy 2 archers, one is player 1(p1) and the other is mother nature(mn), if the p1 archer gets close to the mn archer i wud like the mn archer to disappear and the p1 archer gains another archer (sorta like an extra life)

Who loves random god powers?:LeapinG GoD PowerS
Most pits made so far: 25 Pits of Doom
Can you make it pass the street?: Frogger>>>>
One addictive game!:Catapult Battle Field
Get Four In A Row:Connect ~ Four
Are You Strong Enough To Lift An Elephant?Dodge Elephant
Mythic_Freak
Mortal
posted 20 January 2008 04:02 AM EDT (US)     499 / 2502       
You mean like sheeps automatically convert when you walk close to them. And like all gaia objects in AoE2?

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
Nanodude
Mortal
(id: geodude)
posted 20 January 2008 04:40 AM EDT (US)     500 / 2502       
You mean like sheeps automatically convert when you walk close to them. And like all gaia objects in AoE2?
That reminds me of this guide.

<3
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