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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:
    Dekudude
    Mortal
    posted 02 August 2011 04:17 PM EDT (US)     726 / 1663       
    Name - Invoke God Power (hidden)
    Description - Invokes a God Power, but does not send the chat message, and does not make a sound effect or icon on the map.

    Think this is possible? It could allow for some cool maps with random events, but it might be unrealistic. I don't know. Any thoughts?
    L33TSkillz
    Mortal
    posted 03 August 2011 03:18 AM EDT (US)     727 / 1663       
    Nope.

    Of course some do do that, but the majority don't and cannot without modding.

    [This message has been edited by L33TSkillz (edited 08-03-2011 @ 03:22 AM).]

    Elrich
    Hero
    posted 03 August 2011 09:54 AM EDT (US)     728 / 1663       
    @aom_elderscrolls: You're right. I found the bug testing my effect this morning before work. The trick to reset the tool once it activated was a last second add-on after testing what I had made. Now I realize that if you have a group of triggers you are deactivating the first one to deactivate resets the tool which ends up allowing the rest of the triggers in the group to continue to run, so in the end you only disable the first trigger of the group. I apologize for that oversight.

    What I did to fix the problem was to make a separate Reset effect and I have removed the reset command from the Tool. **This has been tested in a scenario to make sure it works**. Here are the replacment conditions/effects:
    <Condition name="EL Disable Looping Trigger Tool">
    <Param name="effid" dispName="Activation code (for activator)" varType="string">default</Param>
    <Command>if (trQuestVarGet("eldlte%effid%")==1) { </Command>
    <Command>xsDisableSelf(); </Command>
    <Command>return;} </Command>
    </Condition>


    <Effect name="EL Disable Looping Trigger Tool Reset">
    <Param name="effid" dispName="Activation code to reset" varType="string">default</Param>
    <Command>trQuestVarSet("eldlte%effid%",0); </Command>
    </Effect>


    (note the activator did NOT change)

    <Effect name="EL Disable Looping Trigger Activator">
    <Param name="effid" dispName="Activation code (from tool)" varType="string">default</Param>
    <Command>trQuestVarSet("eldlte%effid%",1);</Command>
    </Effect>
    To fix your scenario, take these steps:
    1. Fix your trigger file by opening it and..
       a. replace the EL Disable Looping Trigger Tool condition
       b. add the new effect above - EL Disable Looping Trigger Tool Reset

    2. Load your scenario and open the trigger editor
       a. Delete each EL Disable Looping Trigger tool condition and put it back using the same activator code as before (this will replace the version stored in the scenario with the newer one from your trigger file)
       b. Find each place where you re-activated a disabled trigger group and add the EL Disable Looping Trigger Tool Reset effect. I don't think you should have to put the Reset effect physically before the Fire Event effect that reactivates a disabled trigger (though I did not do this in my test: the Reset effect was first, then the Fire Event was next).

    Again, sorry about the bug and I hope it's not too hard to fix.


    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
    aom_elderscrolls
    Mortal
    posted 03 August 2011 02:06 PM EDT (US)     729 / 1663       
    @Elrich
    Thanks, Ill test them out and will get back to you if I find any bugs. Thank you.

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-
    Ranfeld
    Mortal
    posted 06 August 2011 02:20 AM EDT (US)     730 / 1663       
    I want to somehow use a players profile name in a play dialog trigger. Can this be done?
    Ghostoo
    Mortal
    posted 06 August 2011 04:38 AM EDT (US)     731 / 1663       
    Trigger Name: Damage Units Outside of Area
    Trigger Name: Change Units Outside of Area

    effect(s): damages/changes units that are NOT within a certain range of a unit.
    Lewonas
    Mortal
    posted 06 August 2011 05:06 AM EDT (US)     732 / 1663       
    @Ranfeld: That can only be done in RMS.

    Ghostoo: Use vtriggers to create your desired effects:

    vTPQ start
    vcondition distance to unit (e.g. > 10)
    vdamage unit
    vcondition zend
    vTPQ end

    vTPQ start
    vcondition distance to unit (e.g. > 10)
    vchange unit type
    vcondition zend
    vTPQ end

    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%]
    Ranfeld
    Mortal
    posted 06 August 2011 03:12 PM EDT (US)     733 / 1663       
    @Lewonas
    To clarify it is possible and if so how would I incorporate into a scenario? Ideally I want to be able to use a players name in a play dialog effect.
    Ghostoo
    Mortal
    posted 06 August 2011 07:41 PM EDT (US)     734 / 1663       
    Lewonas, are you sure i can't make a trigger to do the effect? I have more ideas with said trigger that would be a lot easier if i had a trigger that just did what i needed. Like just reverse the change units in area with a >= to a !>=?
    Ranfeld
    Mortal
    posted 06 August 2011 11:10 PM EDT (US)     735 / 1663       
    Could some one please make these for me?

    Name: QV Set From Ambient Lighting

    Description: Sets a QV from the current ambient lighting.
    nottud
    Mortal
    posted 08 August 2011 10:33 AM EDT (US)     736 / 1663       
    Impossible - the only way is to keep track of the lighting colour values yourself. The lighting files give you the values of each lighting.

    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.
    D0nt_B4n_M3
    Mortal
    posted 09 August 2011 04:40 AM EDT (US)     737 / 1663       
    Trigger Name: Move to Point (for GAIA online)
    Description: Just like the original trigger, however, this has to work online!
    It works for computers, but does NOT WORK for mother nature! Please help. :S

    [This message has been edited by D0nt_B4n_M3 (edited 08-09-2011 @ 02:14 PM).]

    nottud
    Mortal
    posted 09 August 2011 05:35 AM EDT (US)     738 / 1663       
    I swear I have used move to point many times with computer players before online and it works...

    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.
    Ranfeld
    Mortal
    posted 09 August 2011 10:54 AM EDT (US)     739 / 1663       
    Thanks Nottud for the speedy (although disappointing), reply. Does anyone know why these triggers don't seem to be working?

    <Effect name="aaa Copy Units From Clipboard">
    <Param name="Name" dispName="Var Name" VarType="string">Name</Param>
    <command>uiCopyToClipboard(%Name%);</command>
    </Effect>

    <Effect name="aaa Paste Units From Clipboard">
    <Param name="Name" dispName="Var Name" VarType="string">Name</Param>
    <Command>uiPasteFromClipboard(%Name%);</Command>
    </Effect>

    [This message has been edited by Ranfeld (edited 08-09-2011 @ 10:54 AM).]

    nottud
    Mortal
    posted 09 August 2011 12:15 PM EDT (US)     740 / 1663       
    The units will need to be selected in order to copy them - that is quite literally selected. You will need to insert a trigger to do this. Paste from clipboard will place the unit at the current position of your cursor. They are mimicing the copy and paste units command in the editor.

    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.
    Ranfeld
    Mortal
    posted 09 August 2011 08:13 PM EDT (US)     741 / 1663       
    Yes I made those triggers for a scenario am working on. I figured out why they weren't working though. Its because unlike with trigger, where you can save the as TRG files to load later, you can only save units to one clipboard since the game has no may of saving the clipboards information. That is why while:
    <command>uiCopyToClipboard();</command>

    works
    <command>uiCopyToClipboard(a);</command>

    does not. This also explains why the games clipboard is erased when you restart the game.

    On the other hand is it possible to set the current camera angle,roll,and heading as QVs. That would open up a huge number of possibilities.
    nottud
    Mortal
    posted 10 August 2011 03:26 AM EDT (US)     742 / 1663       
    The second version failed because you did not put quotes round the "a". If you save to a named clipboard I thought you get a file...

    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.
    Ranfeld
    Mortal
    posted 10 August 2011 05:05 PM EDT (US)     743 / 1663       
    The second version failed because you did not put quotes round the "a". If you save to a named clipboard I thought you get a file...
    I already tried that. It only works with triggers.
    On the other hand is it possible to set the current camera angle,roll,and heading as QVs. That would open up a huge number of possibilities.
    Does a trigger to accomplish this already exist? If not could someone make it for me. I would really appreciate it.
    nottud
    Mortal
    posted 12 August 2011 04:46 AM EDT (US)     744 / 1663       
    Setting camera components is possible either directly via QVS or directly though I am currently unsure what each of the camera cut parameters are. I know the first 3 represent the camera position. The others take values between -1 and 1. They are probably vectors of some description or arcsine/arccos or some angles.

    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.
    Ghostoo
    Mortal
    posted 12 August 2011 08:56 AM EDT (US)     745 / 1663       
    Need a condition: Unit is garrisoned in of player.
    The condition will activate when the object is garrisoned inside a unit type of that player.

    I'm a bit worried, it sounds useful and I have many trigger packs, but don't have this trigger. I'm assuming it's not possible, but if it is possible then shouldn't this work?:
       <Condition name="Unit Is Garrisoned In with player">
    <Param name="SrcObject" dispName="$$22314$$Source Unit" VarType="unit">default</Param>
    <Param name="Player" dispName="Player" VarType="player">1</Param>
    <Param name="UnitType" dispName="$$23937$$Container Type" varType="string">cow</Param>
    <Command>trUnitSelectClear();</Command>
    <Command>trUnitSelect("%SrcObject%");</Command>
    <Expression>trUnitGetIsContained("%Player%,%UnitType%")</Expression>
    </Condition>

    Telling me why it's wrong would be a good learning experience.
    thanks
    ~Ghosto
    Elrich
    Hero
    posted 12 August 2011 12:21 PM EDT (US)     746 / 1663       
    @Ghostoo:
    First I am assuming that what you want is this:
    Is my unit garrisoned in (this prototype) belonging to player #(chosen player number)?

    Given that, I don't think it is reasonably possible.

    You used:
    trUnitGetIsContained("%Player%,%UnitType%")
    the trUnitGetIsContained command only takes 1 parameter in it, the unit type. You can't add a player number parameter hoping it will know what you want to do. If someone chose a Unit Type of TransportShipGreek and Player 1, then your resulting command would end as:
    trUnitGetIsContained("1,TransportShipGreek")
    The trUnitGetIsContained command would look on the protounit name list for 1,TransportShipGreek and would think: NO, the Source Unit is not currently contained in one of those things.

    I'm not sure your idea is reasonably possible because of the two garrison detecting commands that I know of are:
    trUnitGetContained - how many of any type of unit(s) are contained in the selected object.
    and
    trUnitGetIsContained - is my selected unit contained in this type of unit?

    Neither of which will accomplish exactly what you want to do. You could do a kbUnitQuery and search for all units of a certain prototype and player # that exist, then go through each of those and see if they contain any of your source object's prototype, but you wouldn't know if it was actually your unit or one of the same prototype inside. That might be precise enough for your purpose if, for example, it was a Kastor Adult unit, and that was the only Kastor Adult unit that existed in the entire game.


    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
    Ranfeld
    Mortal
    posted 12 August 2011 02:43 PM EDT (US)     747 / 1663       
    @Nottud
    I should have been more clear in my question. I want a trigger that will set a qv from the cameras current rotation, angle,zoom..etc..
    Mister SCP
    Scenario Reviewer
    posted 14 August 2011 01:29 PM EDT (US)     748 / 1663       
    I wanna have a trigger that returns the closest enemy unit to another unit. This is a part of the trigtemp
    rule _Trigger_1
    highFrequency
    active
    runImmediately
    {
    bool bVar0 = (true);


    bool tempExp = (bVar0);
    if (tempExp)
    {
    /**/ for(all=1600;>=-1){ if (kbGetUnitTypeName(all)=="Unit") break;}xsSetContextPlayer(1);
    /**/ kbLookAtAllUnitsOnMap();
    /**/ for(unitQueryID=kbUnitQueryCreate("get");>5000){}
    /**/ kbUnitQuerySetPlayerID(unitQueryID,-1);
    /**/ kbUnitQuerySetPlayerRelation(unitQueryID, 2);
    /**/ kbUnitQuerySetUnitType(unitQueryID, all);kbUnitQueryExecute(unitQueryID);
    trChatSend(1, ""+kbUnitQueryGetResult(unitQueryID,0)+"");
    xsDisableRule("_Trigger_1");
    trEcho("Trigger disabling rule Trigger_1");
    }
    }

    finally it returns everytime -1, so it isnt able to do the job. I've also tried to use
    kbUnitQuerySetPlayerID(unitQueryID,1);

    but the result keeps the same.

    Hope somebody can help

    Here is some AI code (maybe it help to find my fault) (i didnt create it)

    int getUnit(int unitTypeID=-1, int playerRelationOrID=cMyID, int state=cUnitStateAlive)
    {
    int count=-1;
    static int unitQueryID=-1;

    //If we don't have the query yet, create one.
    if (unitQueryID < 0)
    {
    unitQueryID=kbUnitQueryCreate("miscGetUnitQuery");
    kbUnitQuerySetIgnoreKnockedOutUnits(unitQueryID, true);
    }

    //Define a query to get all matching units
    if (unitQueryID != -1)
    {
    if (playerRelationOrID > 1000) // Too big for player ID number
    {
    kbUnitQuerySetPlayerID(unitQueryID, -1); // Clear the player ID, so playerRelation takes precedence.
    kbUnitQuerySetPlayerRelation(unitQueryID, playerRelationOrID);
    }
    else
    {
    kbUnitQuerySetPlayerRelation(unitQueryID, -1);
    kbUnitQuerySetPlayerID(unitQueryID, playerRelationOrID);
    }
    kbUnitQuerySetUnitType(unitQueryID, unitTypeID);
    kbUnitQuerySetState(unitQueryID, state);
    }
    else
    return(-1);

    kbUnitQueryResetResults(unitQueryID);
    int numberFound=kbUnitQueryExecute(unitQueryID);
    if (numberFound > 0)
    return(kbUnitQueryGetResult(unitQueryID, aiRandInt(numberFound))); // Return a random dude(tte)
    return(-1);
    }


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack
    nottud
    Mortal
    posted 14 August 2011 06:31 PM EDT (US)     749 / 1663       
    @Nottud
    I should have been more clear in my question. I want a trigger that will set a qv from the cameras current rotation, angle,zoom..etc..
    Hmmm - there is no command I know that returns current camera parameters so instead you would need to use other methods instead of doing it. You can certainly work out things like current position of cursor on the map by placing objects at the cursor and detecting them. Visible to player can detect where on the map is currently visible. I don't really know any ways of getting the parameters directly though you can save camera cuts though no way of accessing the data apart from loading the camera cut again. Hmmmm shame.... I think it is one of those messy areas where the slution will depend on what you want to do but there is no generic good way of doing it. I might be wrong mind!... :P

    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.
    Ghostoo
    Mortal
    posted 14 August 2011 07:49 PM EDT (US)     750 / 1663       
    i could probably make this myself, but i have very much to do at the moment, so could someone else do it ?

    3 effects:

    Unit garrison in army

    Army garrison in army

    V unit garrison in army


    all of them target a unit (or army) and tell them to garrison inside an army. The v targets the unit using v triggers and then tells it to garrison inside an army unit.

    What i want it for:
    I want to spawn rocs on the map at several units, and then command the units to garrison inside that roc. I know i may have to make several armies for each individual roc, but that's fine.

    Would be very much appreciated

    ~Ghosto
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