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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:
    Zenophobia
    Irrational Fear
    posted 17 March 2011 06:54 PM EDT (US)     426 / 1672       
    Do the TPQ triggers work online?

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    lostrozzacavalli
    Mortal
    posted 18 March 2011 11:29 AM EDT (US)     427 / 1672       
    @Zenophobia: Yes they're compatible except those marked "SP" (SinglePlayer).

    @Viridis: Unluckly there are no arrays in XS which is AoM code.. So you got to use QV strings. But just search for the chat query trigger which should be in one of the last pages of the old Trigger Request Thread (search for it).
    About the characters I think you only need 0-9A-B and _. I've never seen anyone with other characters if I remember correctly.

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    Pudgey
    Mortal
    posted 18 March 2011 08:14 PM EDT (US)     428 / 1672       
    I want to make a trigger to play my own music while im playing the game. How do you do that?
    Zenophobia
    Irrational Fear
    posted 18 March 2011 08:26 PM EDT (US)     429 / 1672       
    I don't think that's possible...

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    Eurotool
    Hero
    posted 18 March 2011 09:28 PM EDT (US)     430 / 1672       
    Add your musics in the "standard" folder of "sound", then change their names to the ones that were there before, as "(fine layers of) slaysenflite.mp3".

    But the best thing is too mute the music in the Options and start the Windows Media Player

    lostrozzacavalli
    Mortal
    posted 19 March 2011 08:29 AM EDT (US)     431 / 1672       
    I want to make a trigger to play my own music while im playing the game. How do you do that?
    I don't think that's possible...
    Actually it's a very simple thing to do. If you just want to switch AoM music with your own follow what Eurotool said. Otherwise just put your music in aom directory/sound and play it with Music filename/Sound filename triggers.

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    Viridis Spiralis
    Mortal
    posted 21 March 2011 09:49 PM EDT (US)     432 / 1672       
    @lostrozzacavalli: There are arrays with the trigger loader.

    [This message has been edited by Viridis Spiralis (edited 03-21-2011 @ 10:42 PM).]

    lostrozzacavalli
    Mortal
    posted 22 March 2011 10:19 AM EDT (US)     433 / 1672       
    Those are only arrays of numbers. You can still use fake arrays doing things like trQuestVarS(G)et("XXX" + number) though.

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    Viridis Spiralis
    Mortal
    posted 24 March 2011 09:22 PM EDT (US)     434 / 1672       
    I'm trying to do a toggle like trigger but it does not work. When I fire the trigger (repeated times) only the first action happens.

    First set my QV as 1. Then,

    All as one trigger:

    Conditional QV == 1
    Do one action.
    Quest Var Set: 0
    Conditional zEnd

    Conditional QV == 0
    Do a different action.
    Quest Var Set:1
    Conditional zEnd



    Should this be in the questions thread?

    [This message has been edited by Viridis Spiralis (edited 03-24-2011 @ 09:22 PM).]

    lostrozzacavalli
    Mortal
    posted 25 March 2011 10:35 AM EDT (US)     435 / 1672       
    Should this be in the questions thread?
    Yes.
    Anyway your setup looks correct, you must have put a wrong variable name somewhere.

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    sweetname
    Mortal
    posted 04 April 2011 07:23 AM EDT (US)     436 / 1672       
    Can someone please provide me with the gadget name for the Timeshift Button? Much appreciated!

    EDIT: I only ask here because I figured this is where the people who are most likely to answer (and correctly at that) are located. Sorry if this should have been somewhere else...

    Design Team: CRC Design
    Completed Projects: crc~colosseum

    [This message has been edited by sweetname (edited 04-04-2011 @ 07:45 AM).]

    sweetname
    Mortal
    posted 05 April 2011 05:04 PM EDT (US)     437 / 1672       
    Come on...this game isn't dead yet. Someone respond?

    Design Team: CRC Design
    Completed Projects: crc~colosseum
    Elrich
    Hero
    posted 05 April 2011 09:15 PM EDT (US)     438 / 1672       
    gadget name for the timeshift button? I must be missing something due to lack of sleep, but please explain further.

    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
    L33TSkillz
    Mortal
    posted 05 April 2011 10:30 PM EDT (US)     439 / 1672       
    It doesn't have one that I know of because I don't believe it's a gadget.
    Mythic_Freak
    Mortal
    posted 06 April 2011 09:47 AM EDT (US)     440 / 1672       
    Nope, it's just a subpart of the command control gadget that contains unit build, tech research, empower, garrison etc buttons. If you just want to remove it, you can edit the xml files related to the command control. But you can't directly manipulate it through the console.

    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
    Barnack
    Mortal
    posted 10 April 2011 12:06 PM EDT (US)     441 / 1672       
    scuse me, I would need a tigger that rebirth a unit in determinable time.

    ES:
    cause: is dead
    effect: in X second rebirth selected unit.

    Keep particolary attenction to this: if a tigger is related to units selected, it have to wark also.

    ES:
    TIGGER "A"

    Cause: is dead (serpent)
    Effect: grant resources (player 1, 100 gold)

    TIGGER "B"(the tigger request from me)

    Cause: is dead (serpent)
    Effect: in 20 seconds rebirth serpent
    Effect: fire event:tigger "A"

    I need that after the rebirth, tigger "A" work also with serpents rebirth.

    Is that feasible? thank
    Poisonium
    Mortal
    posted 10 April 2011 01:37 PM EDT (US)     442 / 1672       
    What you want to do can already by done fairly easily.

    Trigger A

    Active, High Priority

    Conditions: Army Is Dead (SerpentArmy)

    Effects: Grant resources (player 1, 100 gold), fire event (Trigger B)

    Trigger B

    Not Active, High Priority

    Conditions: Timer (20)

    Effects: Army Deploy (SerpentArmy, protounit: Serpent), fire event (Trigger A)

    Rain is coming down
    Barnack
    Mortal
    posted 11 April 2011 08:03 AM EDT (US)     443 / 1672       
    I have tested this option, but after the died, the game not change a not-existent object...(i have to do this with only single units, not army)

    scuse me if there are some errors, but i am not english.
    Poisonium
    Mortal
    posted 11 April 2011 09:54 AM EDT (US)     444 / 1672       
    Armies can also deploy as single objects (you just want 1 to deploy).

    Rain is coming down
    Barnack
    Mortal
    posted 11 April 2011 03:08 PM EDT (US)     445 / 1672       
    i repeat: i have test this mode, but after the died, the game cannot change a not-existent object.
    for example: if you want change a "X" in "Y" you can.
    but if there aren't any "X", after you haven't any "Y". With tiggers happen the same: for the game, before serpent's death, the object selected with tiggers is unexistent, so he change any in to serpent (live)
    perpetual_n00b
    Immortal
    posted 12 April 2011 05:58 AM EDT (US)     446 / 1672       
    Barnack, Armies are generally better than Units for respawning, but if you need it to be unit based, try this trigger set up:

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

    Conditions
    Is Dead

    Units = SerpentUnit

    Effects
    Change Unit Type

    Units = SerpentUnit
    ProtoUnit = Invisible Target

    Damage Unit Percent
    Units = SerpetUnit
    DamagePct = -100

    Fire Event
    Trigger = ResurrectUnit

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

    Conditions
    Timer

    Seconds = 20

    Effects
    Change Unit Type

    Units = SerpentUnit
    ProtoUnit = Serpent

    Damage Unit Percent
    Units = SerpetUnit
    DamagePct = -100

    Fire Event
    Trigger = IsUnitDead

    When the Serpent unit dies, change it into something that will not die (e.g. Invisible Target) and heal it of damage (i.e. do negative damage to it). Then fire an event with a timer and change the unit back into a Serpent and heal it of damage again (as a precaution) and make the first trigger active again.

    With this set up, any other triggers that apply to this specific unit should still work.
    Lewonas
    Mortal
    posted 12 April 2011 07:33 AM EDT (US)     447 / 1672       
    With this set up, any other triggers that apply to this specific unit should still work.
    I didn't know that.

    You just saved me some trigger work.

    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%]
    GaiaLover
    Mortal
    posted 12 April 2011 01:34 PM EDT (US)     448 / 1672       
    Hi there, i'm new around here i have read the trigger FAQ but still have a few doubts, for example i want to convert units to a player if he destroys specific unit.

    i want to accomplished the folowing

    if player x kills target army >units convert to player x

    if instead player y kills target army >units convert to player y (...)

    any help?
    Lewonas
    Mortal
    posted 12 April 2011 02:19 PM EDT (US)     449 / 1672       
    Try this:

    First Trigger
    High priority
    Active, Loop

    Condition: Always

    Effect: QV Set Stat Value
    qv = QV1
    stat = enemy units killed
    player = player x

    Effect: QV Set Stat Value
    qv = QV3
    stat = enemy units killed
    player = player y


    Second Trigger
    High priority
    Active, Loop

    Condition: Timer (1 second)

    Effect: QV Set Stat Value
    qv = QV2
    stat = enemy units killed
    player = player x

    Effect: QV Set Stat Value
    qv = QV4
    stat = enemy units killed
    player = player y


    Third Trigger
    High priority
    Active

    Condition: Army is dead

    Effect: Quest Var Modify
    qv = QV2
    operator = +
    value = 1

    Effect: Quest Var Modify
    qv = QV4
    operator = +
    value = 1

    Effect: Fire Event (Fourth Trigger)

    Effect: Fire Event (Fifth Trigger)


    Fourth Trigger
    High priority
    Inactive

    Condition: Quest Var Compare
    qv1 = QV1
    operator = ==
    qv2 = QV2

    Effect: Disable Trigger (Fifth Trigger)

    Effect: Convert to player x


    Fifth Trigger
    High priority
    Inactive

    Condition: Quest Var Compare
    qv1 = QV3
    operator = ==
    qv2 = QV4

    Effect: Disable Trigger (Fourth Trigger)

    Effect: Convert to player y

    --------

    It's not perfect, but I don't know any other way to do this (without causing synch errors).

    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%]

    [This message has been edited by Lewonas (edited 04-13-2011 @ 07:54 AM).]

    Barnack
    Mortal
    posted 12 April 2011 02:55 PM EDT (US)     450 / 1672       
    perpetual_n00b , thank you for the help.
    Now i can proceded on the creation of my scenario!
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