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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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Elrich
Hero
posted 23 July 2010 11:41 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's purpose is only to place trigger requests and discuss them. If you have unrelated questions or need help with triggers, please use Azur's 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?
    When we have finished making your trigger, we'll post the required code here. To install this code you will first of all need to find your way to the AoM installation folder. C:\Program Files\Microsoft Games\Age of Mythology by default). Now open the trigger folder if you intend to use the trigger in vanilla, or open the trigger2 folder if you use The Titans expansion. Next, open the file called typetest.xml. The only thing left to do is copy the code at the right position and save. If you requested a condition, then place the line above < /Conditions>, if you requested an effect paste it right above < /Effects>. Note the "s" at the end of both tags.

    Notes:

    1. When copying the trigger from someone please click first and only then copy the required code.
    2. If you're still uncomfortable with installing triggers please backup the original typetest file, i.e. copy the original to another folder.


  3. How do I uninstall a trigger?
    If a trigger happens to be faulty or if it generates errors you better remove it. Just do as if you were installing a new trigger, but instead of copy-pasting new code, remove the code corresponding with the chosen trigger. Make sure to remove it completely, including the starting < effect > or < condition > tag and the corresponding < /effect > or < /condition > closing tag. Failure to do so properly will cause XML errors in the file making ALL triggers in that file inaccessbile for AoM.

  4. So... How exactly are new triggers made?
    AoM has a built-in engine that can parse XS code. Triggers are programmed and interpreted using this language through a series 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, useful triggers.

  5. Can I request anything?
    Although we can do a lot with today's knowledge, there are still limitation we won't ever get around. So if you think of a cool new trigger, make sure to post a request but don't forget you might get a negative reply. Commonly requested triggers that are not possible include (but are not limited to):

    • Modify Unit: change the stats of 1 particular unit.
    • Change Playername
    • Change Major God
    • Transform ALL units on map for player
    • I'll add more when I think of them.


  6. I want to learn trigger scripting, how do I do that?
    It takes quite some time, but if you really want to learn trigger coding, we recommend fully understanding XS language before you start making triggers. Therefore, go here: Master XS (WIP). If you want to skip all that, and you want to be able to create only simple triggers, read this guide.

  7. Help! My triggers have stopped working!
    Triggers Stop Working Guide. Also linking camera tracks, using Run Immediately, 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. Nottud's Latest Triggers by nottud
  7. Conditonal Effects (TT & AoM) by nottud
  8. Angry Levels (TT & AoM) by angryzor
  9. SIMSTools (TT) by angryzor
  10. Target Protounit Query by HailToTheOboe

Miscellaneous:
  1. First TRT by invent00r
  2. Trigger Templates by Mephiles
  3. 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. Try to comply with today's standards.
Description - Always describe the actions that you want the trigger to perform.
Example - Optional. An example can be a great help when requesting complex triggers.


[b]Name[/b] -
[b]Description[/b] -
[b]Example[/b] -


We might even ignore posts in other formats if we're in a bad mood
Remember that not all triggers are possible but we will try our best.




Unfinished Requests

  • Unit Patrol by Bingo Little
  • Army Wander by Endarron
  • QV Damage Units in QV area by name by mrjonathan0
  • Unit Heading Towards Unit by dwieeb
  • Damage units in Area by % (has been done before?) by Steak And Khan
  • Most Units In Area by Sir_Hans
  • QV Modify x by satansfall
  • Move from area to random area by Mister SCP
  • Set Unit Formation by aZeusDude2
  • Army Deploy Random Myth Unit by bgan
  • QV Randomize Series by Alexgd92
  • Convert all except protounit (or unit) by Joshonator
  • SET Ambient Colour/Sun Colour/Sun Specular/Terrain Ambient Fade Version by andrewv42
  • Damage units near army by AJER
  • QV count units in area with state by AuroraP
  • QV Grant random resources per stat by AuroraP
  • Condition: Random Timer by SwordOfValor
  • Army deploy in line by SwordOfValor
  • Condition: unit (type/in area) worked on other unit. by WinstonShnozwick
  • Gruoup selected by Guard of Olympus
  • Pick Unit by XxXItachiXxX
  • Modify Protounit All Percent by AuroraP
  • Random Forest by Bubble

  • Finished Requests

  • Damage Units near protounit for sneaky_squirrel & mrjonathan0
  • Move units from area to unit for Azur
  • Clear Chat History of Player & Chat Contains Anything for Lewonas
  • QV Change unit type by ID for Yeebaagooon
  • Move to QV Unit for Yeebaagoon
  • QV Modify Protounit for Xzyiothe
  • Player Kill GP Slot for Titanic Kraken
  • Move all player units for Anstar
  • Protounit Change Name for Dimir_Guildmage
  • Shop start/end with max for Mephiles
  • Diplomacy trigger for Yeebaagooon
  • Diplomacy both ways trigger for Yeebaagooon
  • Modify protounit trigger for Yeebaagooon
  • Convert trigger for Yeebaagooon
  • Make all units have no bonuses for Brighty
  • Conditional Army Units in Area for Sneaky_Squirrel
  • GROUP Select 2 for AuroraP
  • Send QV Color Chat for Alexgd92
  • Quest Var xModify for Alexgd92
  • QV Randomize 4 amounts for Alexgd92
  • QV Set Population Count for Beelzebub
  • Units in area of army for SwordOfValor
  • Damage units in area of army for SwordOfValor
  • AG with armies for SwordOfValor
  • Army deploy QV Count for Silicone Ruff Jr
  • Quest Var set rank for gunner1
  • Convert units in area to random player for Zorx
  • Units Change Name By Type for beerad
  • Army deploy where the units facing for SwordOfValor
  • Unit Heading Towards Unit for Noble
  • Convert Random Units In Selection for xEXOLARx
  • QV Set Units in Area (Center Army) for SwordOfValor
  • Move Units from Area (action) for SwordOfValor

  • Enjoy.
    Last updated: 03 september 2009

    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
    AuthorReplies:
    littlelamb
    Mortal
    posted 17 November 2010 10:53 PM EDT (US)     226 / 1670       
    THYMOLE, I have tried the trigger for the trees, but nothing is happening. I did forget to tell you that I am playing AOMTT.

    Does anyone know any triggers to get rain falling, over the entire map, at set times.

    Thankyou
    perpetual_n00b
    Immortal
    posted 18 November 2010 08:03 AM EDT (US)     227 / 1670       
    The only rain you can have in AoM are the two rain objects - Rain (with Rainbow) and Rain Small. To cover the entire map in these would cause a lot of lag and make it hard to see the terrain through all the clouds. This is why in my Dynamic Weather effect I only made it rain in a small part of the map and even then some people found it laggy.

    Here is a set up you can use to make it rain across the map (in a patchy random way) with just 3 triggers.

    Trigger - Modify_Rain
    [x] Active
    [_] Loop
    [_] Run Immediately
    Priority = High

    Conditions
    Always


    Effects
    Modify Protounit

    Protounit = Rain Small
    Player = Player you are using to deploying rain
    Field = Lifespan
    Delta = 10 or however long in seconds you want the rain to last

    Quest Var Set
    Var Name = Rain
    Value = 0 (to rain at start) or 30 (no rain at start)

    Fire Event
    Trigger = Creat_Rain

    Trigger - Create_Rain
    [_] Active
    [x] Loop
    [_] Run Immediatley
    Priority = High

    Condition
    Quest Var Check

    Var Name = Rain
    Operator is < less than
    Value = 30 or however many rain clouds you want around the map

    Effects
    Army Deploy to Random Location

    Army = Army you've created for rain fx (same player as in Modify Protounit)
    Proto Name = Rain Small
    Count = 1
    Heading = 0
    Clear Existing = true

    Quest Var Modify
    Var Name = Rain
    Operator is +
    Value = 1

    Trigger - Start_Rain
    [_] Active
    [_] Loop
    [_] Run Immediately
    Priority = High

    Conditions
    Always


    Effects
    Quest Var Set

    Var Name = Rain
    Value = 0

    Now, whenever you want it to rain, simply fire the trigger Start_Rain

    You will need this effect:

    <Effect name="Army Deploy to Random Location">
    <Param name="SrcArmy" dispName="Army" VarType="group">default</Param>
    <Param name="ProtoName" dispName="ProtoName" varType="protounit">Villager</Param>
    <Param name="Count" dispName="Count" varType="long">0</Param>
    <Param name="Heading" dispName="Heading" varType="long">0</Param>
    <Param name="Clear" dispName="Clear Existing Units:" varType="bool">true</Param>
    <Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
    <Command>xsSetContextPlayer(0);</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSetFromRand("MapXRandom", 0, kbGetMapXSize(), true);</Command>
    <Command>trQuestVarSetFromRand("MapZRandom", 0, kbGetMapZSize(), true);</Command>
    <Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, trQuestVarGet("MapXRandom"),0,trQuestVarGet("MapZRandom"), %Heading%, %Clear%);</Command>
    <Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
    </Effect>
    Spooker_named
    Mortal
    posted 19 November 2010 10:36 AM EDT (US)     228 / 1670       
    Can someone tell me is there a trigger i could use to make a guild?
    I'm making Assassins Creed Brotherhood campaign and i want a trigger that will make this:when i walk with my character and come to someone,then dialog appears up and when dialog dissapers that unit walks up to some building.(i know how to make these XD....now the tricky part!)Then when i want, I come to that building and the dialog appears "what unit do you want to take?" and there are numbers 1-spearman 2-huskarl and when i press that number that unit follows me and assists me in battle.
    Is that possible?

    Thanks
    Eurotool
    Hero
    posted 20 November 2010 03:11 PM EDT (US)     229 / 1670       
    Well yes if you have 2 choices of unit you can put a choice dialog. After set an army with this unit and make it move to your principal hero (you may use a loop).

    BSU_DoLhades
    Mortal
    posted 20 November 2010 03:52 PM EDT (US)     230 / 1670       
    alternatively get perpetual n00bs cinematic choice dialogue (as seen in his signature) for 4 choice

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    Spooker_named
    Mortal
    posted 20 November 2010 04:02 PM EDT (US)     231 / 1670       
    thanks BSU_DoLhades!
    Eurotool
    Hero
    posted 20 November 2010 05:27 PM EDT (US)     232 / 1670       
    You're right for this 4-choice trigger, BSU_DoLhades, but if you wanna do put less then 4 (because if you press another key it will not fonction) do:

    Trigger - Choice1
    [x] Active
    [_] Loop
    [_] Run Immediately
    Priority = High

    Conditions
    Always

    Effects
    Choice dialog
    Choice 1 = Spearman
    Fire Event = Your Event
    Choice 2 = Another ->
    Fire Event = Choice2

    Trigger - Choice2
    [_] Active
    [_] Loop
    [_] Run Immediately
    Priority = High

    Conditions
    Always

    Effects
    Choice dialog
    Choice 1 = Hyuskarl
    Fire Event = Your Event
    Choice 2 = <- Back
    Fire Event = Choice1

    Jelmer
    Mortal
    posted 20 November 2010 07:58 PM EDT (US)     233 / 1670       
    Name: Xtech notactive -
    Description: Checks if the chosen tech is *NOT* active, if it is, a trigger will be fired. -
    Example:I use it for a shop, you can choose something but If you already bought it it fires a trigger that makes the market man say that you already have it.
    It can be done without this condition but this will be easier, if its possible to make.
    -


    Params (well thats how they are called wright?)

    Player - No explanation needed.
    Tech - The tech that needs to be checked on.
    Trigger - Trigger fired if the tech IS active for the chosen player

    Its a whole lot of a story, I hope that you people undertand it, and that it is possible.
    Eurotool
    Hero
    posted 20 November 2010 08:07 PM EDT (US)     234 / 1670       
    Hey, Jelmer, is there a misspelling in your signature ?
    You wrote "The Nethelands" instead of "The Netherlands"

    Jelmer
    Mortal
    posted 20 November 2010 08:09 PM EDT (US)     235 / 1670       
    I did not see it before,... thanks I'll change it now, that proves that my eyes are getting very bad...
    Eurotool
    Hero
    posted 20 November 2010 09:23 PM EDT (US)     236 / 1670       
    Does Sound Filename works with internet music (wav / mp3) ?
    For exemple:

    Sound Filename
    Filename - http://www.eborg2.com/Sounds/Sounds-Gong/SoftGong.wav

    It just flashed me but now I'm on another computer and it doesn't have AoM.

    WinstonShnozwick
    Mortal
    posted 21 November 2010 05:13 PM EDT (US)     237 / 1670       
    I'm not sure if the file format has to be mp3 to work or not, but custom sound files can be used definately if you put them in your sound directory folder and find it with the trigger.

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    eduardogmu21
    Mortal
    posted 22 November 2010 05:11 PM EDT (US)     238 / 1670       
    Hello
    I was wondering if there is a trigger that activates other when the player builds, for example, a city center.
    Thanks, bye!
    BSU_DoLhades
    Mortal
    posted 23 November 2010 11:11 AM EDT (US)     239 / 1670       
    hmmm

    it would be a condition most of all... player has unit i guess?

    theres probably something in nottuds packs

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    Lewonas
    Mortal
    posted 23 November 2010 12:35 PM EDT (US)     240 / 1670       
    Player unit count -> Settlement Level 1.

    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%]
    eduardogmu21
    Mortal
    posted 23 November 2010 04:06 PM EDT (US)     241 / 1670       
    Hello.

    BSU_DoLhades
    Lewonas


    Thank you guys!
    Bye!
    Elrich
    Hero
    posted 23 November 2010 04:33 PM EDT (US)     242 / 1670       
    @Jelmer: there is a condition Tech Available:
            <Condition name="$$22310$$Tech Available">
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="player">0</Param>
    <Param name="TechID" dispName="$$22311$$Tech" VarType="tech">0</Param>
    <Expression>trTechStatusActive(%PlayerID%, %TechID%)</Expression>
    </Condition>

    it's probably a standard condition. If you add it as a condition and check the NOT checkbox, it will fire if it is NOT available(active).

    @Eurotool: AOM will play both WAV and MP3 files, but the must be placed in the c:\program files\microsoft games\age of mythology\sounds\ folder (or wherever yours in installed). You cannot give it a web address of the file. In the sound filename effect, you can browse the to file. You start in the sounds\ folder when browsing and single click the file you want and click OK (don't double click or the path to the file won't get set in your effect). If you want to be neat and organized, I would recommend making your own folder inside the Sounds folder so you can keep each scenario's custom sound files organized. It makes it easier to share your scenario later as well.


    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
    Madsen
    Mortal
    posted 23 November 2010 05:14 PM EDT (US)     243 / 1670       
    Effect Name: QV Fire Event
    Discription: When the Quest Var Value is what you wanted it to be, it will fire an event.
    Example: (And the text in % % is parameters)

    Trigger_1
    [X]Active
    [ ]Loop
    [ ]Run Imidietly

    Quest Var Randomize
    %QV Name% "QV1" (We call the quest var "QV1")
    %Minimum Number% "1"
    %Maximum Number% "100"
    QV Fire Event
    %QV Name% "QV1"
    %Operater% "<="
    %Value% "49"
    %Event% "Trigger_2"
    //Then just another one of them to take the other half
    QV Fire Event
    %QV Name% "QV1"
    %Operater% ">="
    %Value% "50"
    %Event% "Trigger_3"

    Other :
    The idea came from Ranfeld's "Unit Selected Fire Event" idea. Just another condition.
    I tried to put this together myself but it failed.

    EDIT: I found this on page 6.

    [This message has been edited by Madsen (edited 11-28-2010 @ 02:45 PM).]

    Eurotool
    Hero
    posted 23 November 2010 06:02 PM EDT (US)     244 / 1670       
    @Elrich
    You start in the sounds\ folder when browsing and single click the file you want and click OK...
    I know that, this is baby info! I was just asking if it was working by Internet. But it doesn't matter.

    Anstar10
    Mortal
    posted 23 November 2010 09:19 PM EDT (US)     245 / 1670       
    Name - select unit
    Description - Not sure if there already is one but is it possible to have the effect select a certain unit?
    Example -
    Conditions: chat contains "select"
    Effect:Select unit

    Also I have seen a trigger like this before but where might I get a deselect all units trigger?

    ~~~~~~ My Work | | | | Mods ~~~~~~~~
    ~~~~~~~~~ | | | | Scenarios ~~~
    ~~~~~~~~~~~~~~~~ | | | | ~~~~~~~~~~~~~~~~
    ~~~~~~~~~ Analysis | | | | Also my Website ~~~~
    ~~~~~~~~~~ | | | | ~~~~~~~~~~
    ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ | | | | ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ
    WinstonShnozwick
    Mortal
    posted 23 November 2010 11:41 PM EDT (US)     246 / 1670       
    Here ya go.
     <Effect name="UI Clear Unit Selection">
    <Command>uiClearSelection();</Command>
    </Effect>

    <Effect name="UI Select Unit">
    <Param name="PlayerID" dispName="$$22301$$Player" varType="long">0</Param>
    <Param name="Obj" dispName="$$19160$$Unit" varType="unit">default</Param>
    <Command>for(FP=0;>1){}</Command>
    <Command>FP=trCurrentPlayer();</Command>
    <Command>trPlayerSetActive(%PlayerID%);</Command>
    <Command>trUnitSelect("%Obj%");</Command>
    <Command>for(err=0;>1){} for(id=0;>1){} id = kbGetUnitBaseTypeID(kbGetBlockID("%Obj%"));</Command>
    <Command>if(trUnitIsOwnedBy(%PlayerID%)){if(trUnitAlive()){</Command>
    <Command>while(trUnitIsSelected()!=true) {err++;</Command>
    <Command>uiFindType(kbGetProtoUnitName(id));</Command>
    <Command>if(err>200) {break;}}}}</Command>
    <Command>trPlayerSetActive(FP);</Command>
    </Effect>

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    Anstar10
    Mortal
    posted 23 November 2010 11:51 PM EDT (US)     247 / 1670       
    Thanks for that any idea if the other things possible?
    Just watched that cool scenario you made with all those new triggers loved the anti gravity shepherding.

    ~~~~~~ My Work | | | | Mods ~~~~~~~~
    ~~~~~~~~~ | | | | Scenarios ~~~
    ~~~~~~~~~~~~~~~~ | | | | ~~~~~~~~~~~~~~~~
    ~~~~~~~~~ Analysis | | | | Also my Website ~~~~
    ~~~~~~~~~~ | | | | ~~~~~~~~~~
    ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ | | | | ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ

    [This message has been edited by anstar10 (edited 11-23-2010 @ 11:54 PM).]

    Eurotool
    Hero
    posted 24 November 2010 06:19 PM EDT (US)     248 / 1670       
    If he did a scenario with those triggers it IS possible.
    But... what are-you talking about "those other things" ?

    @WinstonS: I'm pretty interested the anti-gravity effect. Did Yeebaagooon used it in a scenario called "Ping-Pong" ?

    Anstar10
    Mortal
    posted 24 November 2010 06:29 PM EDT (US)     249 / 1670       
    Sorry didn't realize you put both of them thanks alot!
    These will help alot with hot-keyed rpgs

    ~~~~~~ My Work | | | | Mods ~~~~~~~~
    ~~~~~~~~~ | | | | Scenarios ~~~
    ~~~~~~~~~~~~~~~~ | | | | ~~~~~~~~~~~~~~~~
    ~~~~~~~~~ Analysis | | | | Also my Website ~~~~
    ~~~~~~~~~~ | | | | ~~~~~~~~~~
    ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ | | | | ᵇʸ ᵉᵘʳᵒᵗᵒᵒˡ
    Jelmer
    Mortal
    posted 25 November 2010 12:23 PM EDT (US)     250 / 1670       
    @Elrich

    Thanks ill try it now!
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