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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:
    Mister SCP
    Scenario Reviewer
    posted 22 April 2012 03:13 PM EDT (US)     976 / 1663       
    I had problems to understand what you told since i dont know that much about v-triggers

    well I guess you want a trigger that picks one unit for a given protoid. If the unit is not anymore alive it will pick another unit?

    Does the trigger has any parameters? What output it should have? i.e wich variables should it set aside UnitID

    btw i would store the UnitID and not the vector


    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

    [This message has been edited by Mister SCP (edited 04-22-2012 @ 03:15 PM).]

    Ghostoo
    Mortal
    posted 22 April 2012 04:47 PM EDT (US)     977 / 1663       

    dw mister scp i got it.

    it was a lot more simple than i had thought lol.

    i simply did:

    <Effect name="V prioritze one unit out of search">

    <Command>trQuestVarSet("vprivx", xsVectorGetX(kbUnitGetPosition(UnitID)));</Command>
    <Command>trQuestVarSet("vprivy", xsVectorGetY(kbUnitGetPosition(UnitID)));</Command>
    <Command>trQuestVarSet("vprivz", xsVectorGetZ(kbUnitGetPosition(UnitID)));</Command>
    </Effect>

    and it usually picks the closest unit to the centroid searching unit.

    then did

    <Effect name="V Change Unit Type PRI">
    <Param name="radius" dispName="keep adding 1 if trigger fails" VarType="long">1</Param>
    <Param name="SrcArmy" dispName="player-owned Army" VarType="group">default</Param>
    <Param name="FromType" dispName="From" VarType="protounit">default</Param>
    <Param name="ToProto" dispName="to" VarType="protounit">default</Param>
    <Param name="unused" dispName="Unused Flying Unit" VarType="protounit">default</Param>
    <Param name="asdf" dispName="WARNING" VarType="string">you MUST end search after this</Param>
    <Command>trArmyDispatch("%SrcArmy%", "%unused%", 1, trQuestVarGet("vprivx"),trQuestVarGet("vprivy"),trQuestVarGet("vprivz"), 0, true);</Command>
    <Command>trArmySelect("%SrcArmy%");</Command>
    <Command>trUnitChangeInArea(trQuestVarGet("vplayerid"), trQuestVarGet("vplayerid"),"%FromType%","%ToProto%",%radius%);</Command>
    <Command>trUnitChangeProtoUnit("Cinematic Block");</Command>

    </Effect>

    which really isn't a v-trigger so i really should take out the v, since i use it outside the v-search. With this i could change the "favorited" unit into something else to then have another v-search to this changed unit to manipulate my output.

    I'm really excited about what i have so far. Currently i use the underworld passage godpower and a line of walls appears in between the two per x distance i select at a generated angle using arcsin and i can add heading too (in case the walls are being angled sideways instead of longways or something) all without the trigger loader.

    [This message has been edited by Ghostoo (edited 04-24-2012 @ 03:01 AM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 28 April 2012 02:42 PM EDT (US)     978 / 1663       
    EDIT: It seems a bit of the BB code got messed up after posting this. Ignore the "[code//code]"s and the "[u//u]"s.

    I need a trigger that can compare the total food between two players, to the total food between two other players. When I say total food I mean the combined food of the two players vs. the combined food of the other two players.

    So let's say player 1 is on a team with player 2, and food represents points. At the end of the game, player 1 has 30 food and player 2 has 20 food. Player 3 has 40 food and player 4 has 5 food. If you add the total amount of points for each team, player 1 and 2 win. However, player 3 has 40, which is more than 20 or 30.

    In theory, this is all possible with a bunch of unit resource count compare triggers, which is a trigger I already have, but I can't even begin to understand the math behind checking to see who has more and if not then blablabla... I already tried. It is waaaaaay too confusing. The player resource count compare trigger only compares the resource between 2 players.

    So all in all, I need a player resource count compare trigger that will compare the total resources of two players, to the total resources of two other players. This means that aom will have to make the calculation and add up player 1 and player 2's food, and see if it is more than player 3 and player 4's food when added up as well.

    I would also appreciate it if you could use the same concept for a stat value compare trigger, and create that for me as well.

    Here is the original Player Resource Count Compare trigger condition:

    <Condition name="Player Resource Count Compare">
    <Param name="PlayerID1" dispName="Player" VarType="player">0</Param>
    <Param name="Resource1" dispName="Resource" VarType="resource">food</Param>
    <Param name="Op" dispName="Operator" VarType="operator">==</Param>
    <Param name="PlayerID2" dispName="Player" VarType="player">0</Param>
    <Param name="Resource2" dispName="Resource" VarType="resource">food</Param>
    <Expression>trPlayerResourceCount(%PlayerID1%, "%Resource1%") %Op% trPlayerResourceCount(%PlayerID2%, "%Resource2%")</Expression>
    </Condition>[/code]


    [u]And here is the Stat Value Compare trigger condition[/u]:

    [code]<Condition name="Stat Value Compare">
    <Param name="PlayerID1" dispName="Fake Player" VarType="player">0</Param>
    <Param name="StatID1" dispName="Stat Type" VarType="kbstat">0</Param>
    <Param name="Op" dispName="Operator" VarType="operator">==</Param>
    <Param name="PlayerID2" dispName="Fake Player" VarType="player">0</Param>
    <Param name="StatID2" dispName="Stat Type" VarType="kbstat">0</Param>
    <Expression>trGetStatValue(%PlayerID1%, %StatID1%) %Op% trGetStatValue(%PlayerID2%, %StatID2%)</Expression>
    </Condition>


    So again, player 1 and player 2's total food (added up) has to be compared to player 3 and player 4's total food (added up). And if you could use this concept for creating a similar trigger like the one just above^, I would greatly appreciate it.[/code]

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 04-28-2012 @ 02:52 PM).]

    Mister SCP
    Scenario Reviewer
    posted 28 April 2012 04:43 PM EDT (US)     979 / 1663       
    the second one is untested and the name is weird
    <Condition name="Player Resource Count Compare 4">
    <Param name="Resource1" dispName="Resource" VarType="resource">food</Param>
    <Param name="P1" dispName="Player" VarType="player">1</Param>
    <Param name="P2" dispName="Player" VarType="player">2</Param>
    <Param name="Op" dispName="Operator" VarType="operator">==</Param>
    <Param name="P3" dispName="Player" VarType="player">3</Param>
    <Param name="P4" dispName="Player" VarType="player">4</Param>
    <Expression>trPlayerResourceCount(%P1%, "%Resource1%")+trPlayerResourceCount(%P2%, "%Resource1%") %Op% trPlayerResourceCount(%P3%, "%Resource1%")+trPlayerResourceCount(%P4%, "%Resource1%")</Expression>
    </Condition>
    <Condition name="Stat Value Compare 4">
    <Param name="StatID1" dispName="Stat Type" VarType="kbstat">0</Param>
    <Param name="P1" dispName="Player" VarType="player">1</Param>
    <Param name="P2" dispName="Player" VarType="player">2</Param>
    <Param name="Op" dispName="Operator" VarType="operator">==</Param>
    <Param name="P3" dispName="Player" VarType="player">3</Param>
    <Param name="P4" dispName="Player" VarType="player">4</Param>
    <Expression>trGetStatValue(%P1%,%StatID1%)+trGetStatValue(%P2%,%StatID1%) %Op% trGetStatValue(%P3%,%StatID1%)+trGetStatValue(%P4%,%StatID1%)</Expression>
    </Condition>


    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
    Ghostoo
    Mortal
    posted 28 April 2012 05:06 PM EDT (US)     980 / 1663       
    @Aom Expert
    here's what you need:

    <Condition name="Player Resource Count Compare multiple">
    <Param name="Player1min" dispName="if players" VarType="player">0</Param>
    <Param name="Player1max" dispName="to" VarType="player">0</Param>
    <Param name="Op" dispName="resources are" VarType="operator">==</Param>
    <Param name="Player2min" dispName="than/to player's" VarType="player">0</Param>
    <Param name="Player2max" dispName="to" VarType="player">0</Param>
    <Param name="Resource1" dispName="Resource" VarType="resource">food</Param>
    <Command>trQuestVarSet("asdftotal1", 0);</Command>
    <Command>trQuestVarSet("asdftotal2", 0);</Command>
    <Command>trQuestVarSet("asdfminplayer1", %Player1min%);</Command>
    <Command>trQuestVarSet("asdfminplayer2", %Player2min%);</Command>
    <Command>while (%Player1max% >= trQuestVarGet("asdfminplayer1")){</Command>
    <Command>trQuestVarSet("asdftotal1", trQuestVarGet("asdftotal1") + </Command>
    <Command>trPlayerResourceCount(trQuestVarGet("asdfminplayer1"), "%Resource1%"));</Command>
    <Command>trQuestVarSet("asdfminplayer1", trQuestVarGet("asdfminplayer1") + 1);}</Command>
    <Command>while (%Player2max% >= trQuestVarGet("asdfminplayer2")){</Command>
    <Command>trQuestVarSet("asdftotal2", trQuestVarGet("asdftotal2") +</Command>
    <Command>trPlayerResourceCount(trQuestVarGet("asdfminplayer2"), "%Resource1%"));</Command>
    <Command>trQuestVarSet("asdfminplayer2", trQuestVarGet("asdfminplayer2") + 1);}</Command>
    <Expression>trQuestVarGet("asdftotal1") %Op% trQuestVarGet("asdftotal2")</Expression>
    </Condition>

    i tested it and it works


    EDIT:
    sorry didn't see you needed both, here's the stat value count. I didn't test it but it should work.

    <Condition name="Stat Value Compare multiple">
    <Param name="Player1min" dispName="if players" VarType="player">0</Param>
    <Param name="Player1max" dispName="to" VarType="player">0</Param>
    <Param name="Op" dispName="stats are" VarType="operator">==</Param>
    <Param name="Player2min" dispName="than/to player's" VarType="player">0</Param>
    <Param name="Player2max" dispName="to" VarType="player">0</Param>
    <Param name="StatID1" dispName="Stat Type" VarType="kbstat">0</Param>
    <Command>trQuestVarSet("asdftotal1", 0);</Command>
    <Command>trQuestVarSet("asdftotal2", 0);</Command>
    <Command>trQuestVarSet("asdfminplayer1", %Player1min%);</Command>
    <Command>trQuestVarSet("asdfminplayer2", %Player2min%);</Command>
    <Command>while (%Player1max% >= trQuestVarGet("asdfminplayer1")){</Command>
    <Command>trQuestVarSet("asdftotal1", trQuestVarGet("asdftotal1") + </Command>
    <Command>trGetStatValue(trQuestVarGet("asdfminplayer1"), %StatID1%));</Command>
    <Command>trQuestVarSet("asdfminplayer1", trQuestVarGet("asdfminplayer1") + 1);}</Command>
    <Command>while (%Player2max% >= trQuestVarGet("asdfminplayer2")){</Command>
    <Command>trQuestVarSet("asdftotal2", trQuestVarGet("asdftotal2") + </Command>
    <Command>trGetStatValue(trQuestVarGet("asdfminplayer2"), %StatID1%));</Command>
    <Command>trQuestVarSet("asdfminplayer2", trQuestVarGet("asdfminplayer2") + 1);}</Command>
    <Expression>trQuestVarGet("asdftotal1") %Op% trQuestVarGet("asdftotal2")</Expression>
    </Condition>

    [This message has been edited by Ghostoo (edited 04-29-2012 @ 00:05 AM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 28 April 2012 05:39 PM EDT (US)     981 / 1663       
    thankyou!

    edit: thankyou all!

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 04-28-2012 @ 05:40 PM).]

    Ghostoo
    Mortal
    posted 28 April 2012 08:01 PM EDT (US)     982 / 1663       
    sorry i missed the stat value part, i added it to the post above
    TAG
    That AoM Guy
    (id: aom expert)
    posted 28 April 2012 10:49 PM EDT (US)     983 / 1663       
    I really appreciate your guys' help. This is optional, but could you make it so you can select whatever players you want? Like a text or scroll box or something...

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Ghostoo
    Mortal
    posted 29 April 2012 00:03 AM EDT (US)     984 / 1663       
    can you be more detailed?

    both mine and scp's offer a drop-down box of players. If you want more than 2 players then the one i gave would be optimal.

    do you just want to be able to type in your "players" box to be able to select players 11 and 12, or do you want a weird combination of players (i.e. 1,3,4, and 7)?

    [This message has been edited by Ghostoo (edited 04-29-2012 @ 00:05 AM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 29 April 2012 00:15 AM EDT (US)     985 / 1663       
    Actually, I'm good. Thanks guys

    Also has anyone created a 'disable trigger' trigger effect with a drop down box yet? If I remember correctly someone had already requested it and they were told it wasn't possible because the parameters were wrong or something like that. One of those would be quite useful.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 04-29-2012 @ 10:57 AM).]

    Mister SCP
    Scenario Reviewer
    posted 29 April 2012 03:31 PM EDT (US)     986 / 1663       
       <Effect name="Disable Trigger2">
    <Param name="TriggerName" dispName="Type in the Name" VarType="string">Trigger_1</Param>
    <Param name="TrigName1" dispName="Helpfull List" varType="event">-1</Param>
    <Command>xsDisableRule("_%TriggerName%");</Command>
    </Effect>
    <Effect name="Disable Trigger">
    <Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
    <Command>trDisableTrigger(%EventID%);</Command>
    </Effect>

    the normal one from typetest has one. The custom one works better but has just a helpfull list which provide trigger names to you


    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
    TAG
    That AoM Guy
    (id: aom expert)
    posted 29 April 2012 03:38 PM EDT (US)     987 / 1663       
    The normal one just has a text box. Not a drop down box.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 04-29-2012 @ 03:41 PM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 29 April 2012 05:08 PM EDT (US)     988 / 1663       
    This does not work. It renders all my other triggers inactive. I remember I already attempted to create it like that.

    Check out my YouTube
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    TAG
    That AoM Guy
    (id: aom expert)
    posted 01 May 2012 01:48 PM EDT (US)     989 / 1663       
    Also, what are these trigger effects for?:

    SetIdleProcessing

    User Controls

    and

    Trigger request:

    Disable all triggers in group

    Possible?

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 05-01-2012 @ 03:30 PM).]

    Zenophobia
    Irrational Fear
    posted 01 May 2012 08:05 PM EDT (US)     990 / 1663       
    SetIdleProcessing: If you turn it off, all units turn into vegetables (as in, brain dead). That's loosely what it does. Units won't attack each other unless an ally nearby is attacked. They basically behave like in the editor. I think the creators use it in cinematics.

    User Controls: No idea. Probably toggles the ability for the player to control their units? (Never seen it in action before, though)

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    TAG
    That AoM Guy
    (id: aom expert)
    posted 01 May 2012 11:12 PM EDT (US)     991 / 1663       
    k thanks zeno

    edit: oh cool the user controls effect is basically the equivalent of watching a recorded game. Could be useful...

    2nd request

    Set Random Lighting

    There is a "Random Lighting" trigger effect already but that only allows you to select from a few. I need a trigger that selects from all possible lightnings.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 05-01-2012 @ 11:16 PM).]

    Ghostoo
    Mortal
    posted 02 May 2012 00:22 AM EDT (US)     992 / 1663       
    AoM expert, does it offer all the pre-set lightings and you want custom ones to be included?

    if so that might not be possible, as the "trSetLighting" uses a string in the () and not a vector for r,g,b or anything.
    TAG
    That AoM Guy
    (id: aom expert)
    posted 02 May 2012 00:27 AM EDT (US)     993 / 1663       
    No it offers 6 ones that you pick from the list and it just sets those. I need one that picks a random one from all the lightings. But from the looks of it, might not be possible.

    How about the Disable all triggers in group?

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 05-02-2012 @ 00:28 AM).]

    perpetual_n00b
    Immortal
    posted 02 May 2012 08:02 AM EDT (US)     994 / 1663       
    As far as I know, there isn't an effect that can disable a trigger group, however, if all your triggers have the same name but with just a different number at the end e.g. "My_Trigger_1", "My_Trigger_2", etc. then you can use this effect to disable multiple triggers at once:

    <Effect name="Disable Triggers - Numbered Suffix">
    <Param name="TrigName" dispName="Trigger Prefix" varType="string">My_Trigger_</Param>
    <Param name="TrigMin" dispName="Trigger Suffix Min" varType="long">1</Param>
    <Param name="TrigMax" dispName="Trigger Suffix Max" varType="long">10</Param>
    <Command>for (suffix=%TrigMax%; >= %TrigMin%) {</Command>
    <Command>xsDisableRule("_%TrigName%"+suffix);</Command>
    <Command>}</Command>
    </Effect>

    For random lighting, try this effect:
     
    <Effect name="Set Random Lighting From PreSet">
    <Param name="Time" dispName="$$22482$$Fade In:" varType="float">5.0</Param>
    <Command>trQuestVarSetFromRand("SetRandomLightingFromPreSetChoice", 1, 11, true);</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==1) {</Command>
    <Command>trSetLighting("Alfheim",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==2) {</Command>
    <Command>trSetLighting("Anatolia",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==3) {</Command>
    <Command>trSetLighting("Dawn",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==4) {</Command>
    <Command>trSetLighting("Default",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==5) {</Command>
    <Command>trSetLighting("Dusk",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==6) {</Command>
    <Command>trSetLighting("Eclipse",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==7) {</Command>
    <Command>trSetLighting("Erebus",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==8) {</Command>
    <Command>trSetLighting("Fimbulwinter",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==9) {</Command>
    <Command>trSetLighting("Ghost Lake",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==10) {</Command>
    <Command>trSetLighting("Night",%Time%);</Command>
    <Command>}</Command>
    <Command>if (trQuestVarGet("SetRandomLightingFromPreSetChoice")==11) {</Command>
    <Command>trSetLighting("Olympus",%Time%);</Command>
    <Command>}</Command>
    </Effect>
    It randomly selects one of the 11 preset standard lightings and changes to it in the Fade Time you specify. The code is simple enough you could add in handling for specific custom lightings if you want.
    Elrich
    Hero
    posted 02 May 2012 09:43 AM EDT (US)     995 / 1663       
    Thanks, Perp, for offering help in this thread. I've been crazy busy at work and at home for such a long time now.

    My disable looping trigger tool could disable triggers in groups with a single command (effect). You would have to add my custom Condition to each trigger and make up an activation code for each group. Then when the Effect fires, you tell it what activation code and it will disable every trigger that has my Condition set with that code.

    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
    TAG
    That AoM Guy
    (id: aom expert)
    posted 02 May 2012 10:18 AM EDT (US)     996 / 1663       
    Thanks guys for your help

    @Elrich
    Where would I be able to find that trigger?


    There was this one but I didn't know how to use it and am not sure if it works:


    <Effect name="Disable Multiple Triggers">
    <Param name="TrigName" dispName="Letters at front" varType="string">default</Param>
    <Param name="l" dispName="Lowest number at end" varType="long">1</Param>
    <Param name="h" dispName="Highest number at end" varType="long">10</Param>
    <Command>trQuestVarSet("zlow", %l%);</Command>
    <Command>trQuestVarSet("zhigh", %h%);</Command>
    <Command>while(1*trQuestVarGet("zhigh") >= 1*trQuestVarGet("zlow")){</Command>
    <Command>xsDisableRule("_%TrigName%"+1*trQuestVarGet("zlow"));</Command>
    <Command>trQuestVarSet("zlow", trQuestVarGet("zlow") + 1);}</Command>
    </Effect>

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 05-02-2012 @ 10:32 AM).]

    perpetual_n00b
    Immortal
    posted 02 May 2012 03:17 PM EDT (US)     997 / 1663       
    No worries, Elrich, I still stop by here from time to time but don't post much.

    Expert, that effect is pretty similar to mine and the parameters are essentially the same.

    Basically, you need a naming scheme for your triggers.
    For example, name all triggers in a group by the name of the group followed by a number:
    P1_Group_1
    P1_Group_2
    P1_Group_3
    ...
    P1_Group_98
    P1_Group_99

    Then to disable all trigger in that group, do this:

    Perp's Effect/Other Effect
    Disable Triggers - Numbered Suffix/Disable Multiple Triggers
    Trigger Prefix/Letters at front = P1_Group_
    Trigger Suffix Min/Lowest number at end = 1
    Trigger Suffix Max/Highest number at end = 99

    If you only wanted to delete only some of the triggers, for example the last 10 triggers, then do this:

    Perp's Effect/Other Effect
    Disable Triggers - Numbered Suffix/Disable Multiple Triggers
    Trigger Prefix/Letters at front = P1_Group_
    Trigger Suffix Min/Lowest number at end = 90
    Trigger Suffix Max/Highest number at end = 99

    [This message has been edited by perpetual_n00b (edited 05-02-2012 @ 03:18 PM).]

    Zenophobia
    Irrational Fear
    posted 02 May 2012 08:00 PM EDT (US)     998 / 1663       
    @Perp: Does that trigger for disabling multiple triggers with numbers after them work for numbers like 01, 02, 03? Because I have a disable triggers effect similar to that one but it will only target triggers if they end in 1, 2, 3, etc...

    If not, is it possible and could you make it for me? Thanks!

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    TAG
    That AoM Guy
    (id: aom expert)
    posted 03 May 2012 08:39 PM EDT (US)     999 / 1663       
    thanks perp

    where can i find elrich's disable looped trigger?
    My disable looping trigger tool could disable triggers in groups with a single command (effect). You would have to add my custom Condition to each trigger and make up an activation code for each group. Then when the Effect fires, you tell it what activation code and it will disable every trigger that has my Condition set with that code.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 05-03-2012 @ 09:17 PM).]

    perpetual_n00b
    Immortal
    posted 04 May 2012 06:32 AM EDT (US)     1000 / 1663       
    @ Zenophobia,
    It only uses numbers 1,2,3, etc., not 01,02,03 but there is a way around that - use the effect twice and add 0 to the prefix if it's less than 10

    For example,
    // less than 10
    Perp's Effect/Other Effect
    Disable Triggers - Numbered Suffix/Disable Multiple Triggers
    Trigger Prefix/Letters at front = P1_Group_0
    Trigger Suffix Min/Lowest number at end = 1
    Trigger Suffix Max/Highest number at end = 9

    // 10+
    Perp's Effect/Other Effect
    Disable Triggers - Numbered Suffix/Disable Multiple Triggers
    Trigger Prefix/Letters at front = P1_Group_
    Trigger Suffix Min/Lowest number at end = 10
    Trigger Suffix Max/Highest number at end = 99


    However, if you really need to cut down on effects, this version should add a 0 in front of the number for you if it's less than 10 but I haven't tested it.

    <Effect name="Disable Triggers - Numbered Suffix 01-09 version">
    <Param name="TrigName" dispName="Trigger Prefix" varType="string">My_Trigger_</Param>
    <Param name="TrigMin" dispName="Trigger Suffix Min" varType="long">1</Param>
    <Param name="TrigMax" dispName="Trigger Suffix Max" varType="long">10</Param>
    <Command>for (suffix=%TrigMax%; >= %TrigMin%) {</Command>
    <Command>if (10>suffix) {</Command>
    <Command>xsDisableRule("_%TrigName%0"+suffix);</Command>
    <Command>}</Command>
    <Command>else {</Command>
    <Command>xsDisableRule("_%TrigName%"+suffix);</Command>
    <Command>}</Command>
    <Command>}</Command>
    </Effect>

    @ Expert,
    You're welcome.

    I don't have Elrich's loop disable to hand myself, but I'm sure it was posted in this thread on an earlier page somewhere.
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