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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:
    Poisonium
    Mortal
    posted 12 April 2011 03:26 PM EDT (US)     451 / 1672       
    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.
    Though if you want to avoid the hero still attacking the serpent afterwards, don't use Invisible Target (Cinematic Block generally is the best for these sorts of things).

    Rain is coming down
    Mythic_Freak
    Mortal
    posted 15 April 2011 03:02 PM EDT (US)     452 / 1672       
    Has anyone else had problems with the Change Name trigger in RMS? Can't get it to work, but if I load my RMS in the editor (converted to scenario) and playtest that, it works fine.

    int unitCreateProactive(int protoID=-1, int playerID=-1, vector loc=cInvalidVector, int heading=0, string newName="BUG") //invent00r
    {
    if(protoID == -1 || playerID == -1)
    return (-1);

    float x = xsVectorGetX(loc);
    float z = xsVectorGetZ(loc);
    string protoName = kbGetProtoUnitName(protoID);
    trArmyDispatch("0, 2", "Pegasus", 1, x, 0, z, heading, true);
    trArmySelect("0, 2");
    int unitID = trGetSelectedUnitID(0);
    trUnitConvert(playerID);
    trUnitChangeProtoUnit(protoName);
    if(newName != "BUG")
    trUnitChangeName(newName);
    return (unitID);
    }

    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

    [This message has been edited by Mythic_Freak (edited 04-15-2011 @ 03:04 PM).]

    Poisonium
    Mortal
    posted 16 April 2011 07:37 AM EDT (US)     453 / 1672       
    I figure that this thread is probably better than the question thread.

    Does an effect to tilt an object in-game exist?

    Rain is coming down
    lostrozzacavalli
    Mortal
    posted 16 April 2011 09:18 AM EDT (US)     454 / 1672       
    @Mythic: As I said in the chess thread it doesn't work at all in RMs but it does when you test it in the editor because there it's already considered a scenario.

    @Poisonium: No it doesn't exist.

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
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    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
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    Eurotool
    Hero
    posted 16 April 2011 04:44 PM EDT (US)     455 / 1672       
    What does the effect (well condition) « v Conditon Unit Height » do ?

    [This message has been edited by Eurotool (edited 04-17-2011 @ 08:22 PM).]

    Eurotool
    Hero
    posted 17 April 2011 08:24 PM EDT (US)     456 / 1672       
    Name - Unit train Proto
    (v or not)

    Name - Wait
    Description - That effect that makes all the other following effects wait a number of seconds...

    [This message has been edited by Eurotool (edited 04-17-2011 @ 08:31 PM).]

    Elrich
    Hero
    posted 17 April 2011 09:35 PM EDT (US)     457 / 1672       
    @Poisonium: I have heard that if you tilt a container object (like a transport, etc), that when you garrison a unit into it, it comes out tilted they way the container is.

    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 17 April 2011 10:28 PM EDT (US)     458 / 1672       
    True. Thats funny. Its almost like the unit gets connected to an invisible attachpoint or something.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    lostrozzacavalli
    Mortal
    posted 18 April 2011 08:07 AM EDT (US)     459 / 1672       
    I've posted the Unit train unit and it's v version in the AI competition thread (post 40 IIRC).

    These are wait ones:
    <Effect name="Wait">
    <Param name="Wait" dispName="Wait Time" varType="string">10</Param>
    <Param name="tag" dispName="ID" varType="string">UniqueStringGoesHere</Param>
    <Param name="nil" dispName="" varType="stringid">Effects after this one will be delayed by this length of time</Param>
    <Param name="nul" dispName="" varType="stringid">Each occurence of this effect needs a different ID string</Param>
    <Command>xsEnableRule("Ifyouarereadingthisthenjustsoyouknow%tag%ismuchmuchbetterthanyouwilleverbe");</Command>
    <Command>xsDisableSelf();}</Command>
    <Command>}</Command>
    <Command>rule Ifyouarereadingthisthenjustsoyouknow%tag%ismuchmuchbetterthanyouwilleverbe</Command>
    <Command> inactive</Command>
    <Command> highFrequency</Command>
    <Command>{</Command>
    <Command> if((trTime()-cActivationTime) >= %Wait%) {</Command>
    <Command>xsDisableSelf();</Command>
    </Effect>
    <Effect name="Wait MS Fixed">
    <Param name="Id" dispName="Id" varType="string">1</Param>
    <Param name="Timeout" dispName="Timeout (msec.)" varType="long">1</Param>
    <Command>trQuestVarSet("Angry_PHTC_WaitRule%Id%_ActivateTime",trTimeMS()+%Timeout%);</Command>
    <Command> xsEnableRule("Angry_PHTC_WaitRule%Id%");</Command>
    <Command> xsDisableSelf();</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>rule Angry_PHTC_WaitRule%Id%</Command>
    <Command> inactive</Command>
    <Command> highFrequency</Command>
    <Command>{</Command>
    <Command> if(trTimeMS() >= trQuestVarGet("Angry_PHTC_WaitRule%Id%_ActivateTime"))</Command>
    <Command> {</Command>
    <Command> xsDisableSelf();</Command>
    </Effect>

    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)
    Eurotool
    Hero
    posted 18 April 2011 02:49 PM EDT (US)     460 / 1672       
    Oh thanks

    Barnack
    Mortal
    posted 21 April 2011 05:43 AM EDT (US)     461 / 1672       
    I need of a few of effects:

    *change all protounits in map to protounit.(I think I've seen such a thing, but I can not find where I can download the file ...)
    *create protounit to unit selected.(unit selected in-game, not with tigger)
    *damge units near protounit. (distance variable)
    *create protounits in units of player behind units selected
    (es: protounit:meteor impact ground. units of player:2 Unit selected:the unit selected in-game, not in editor radius:X)

    with last effect, in game, you select a unit, and game edit protounits (ex:meteor impact ground) to all units of player (exlayer 2) in a certain radius (ex:15)

    i can't use the cause unit selected, because i need this for all enemys in map. So, the player hav to satisfy the cause, and the tigger work to the first unit selected of player number in tigger (in the example, all units of player 2)

    (now i have used google translator, so error's aren't mine)

    [This message has been edited by Barnack (edited 04-22-2011 @ 05:50 AM).]

    Lewonas
    Mortal
    posted 21 April 2011 08:25 AM EDT (US)     462 / 1672       
    I have one request:

    Name - Play Fast
    Description - Everything in-game goes faster. Buildings are being constructed faster, resources are gathered faster, tech research goes faster, the condition Timer goes faster, the effect Counter:Add Timer goes faster, etc.
    Example - This is like when you check the Play Fast button when watching a recorded game: villagers don't build buildings faster, but the time is going faster!

    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%]
    Eurotool
    Hero
    posted 21 April 2011 10:23 PM EDT (US)     463 / 1672       
    Send chat: LETS GO! NOW!

    No, sending chest codes in triggered chat doesn't work

    But maybe a modder could search in the file that has the cheats' scripts to see what's the code for LETS GO! NOW! and CONSIDER THE INTERNET

    Kastor33
    Mortal
    posted 21 April 2011 10:43 PM EDT (US)     464 / 1672       
    I couldnt find it anywhere in the basics, and things like that, but for my Jason and The Argonauts Campaign I need to trigger dialogue when Jason gets close to Pelias. Should I just make a cinematic for it, or what? Also, depending on what I do, how can I trigger Villagers to be transfered from Iolcus' control to mine?
    TAG
    That AoM Guy
    (id: aom expert)
    posted 21 April 2011 11:26 PM EDT (US)     465 / 1672       
    I need to trigger dialogue when Jason gets close to Pelias.
    Use the effects "Play Dialog" and "Send Spoofed Chat to Player".
    how can I trigger Villagers to be transfered from Iolcus' control to mine?
    The effect called "Convert".

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Mythic_Freak
    Mortal
    posted 22 April 2011 08:35 AM EDT (US)     466 / 1672       
    The only question left is whether GPs invoked through triggers still automatically sync online... anyone who tried that before?
    It will work if the trigger command to invoke gps is internally the same as the console one. This is known to be true for unit move and unit work by Hail. So it's possible that it will be synced, but you can't be sure if you don't try.
    I was updating my docs earlier, adding tags to functions that indicate whether or not they sync online. I've done the console commands so far, but I want to start on the trigger commands soon. Does anyone already have a list of triggers that automatically sync, or are the two mentioned above the only ones?

    On a side note, I've published the java source of my docs on Google Code. It's downloadable using SVN. If anyone wants to help collaborate/share their knowledge (no obligations) I can add you to the committers list. You'll need eclipse to open the project and the Subclipse extension to handle SVN: http://subclipse.tigris.org/update_1.6.x

    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
    Kastor33
    Mortal
    posted 22 April 2011 11:27 AM EDT (US)     467 / 1672       
    Thanks AOM Expert. For the convert effect to work after the dialogue is done, do I just set the trigger under convert to the one i made for the dialogue?
    Barnack
    Mortal
    posted 22 April 2011 11:29 AM EDT (US)     468 / 1672       
    anyone help me?

    I need of a few of effects:

    *change all protounits in map to protounit.(I think I've seen such a thing, but I can not find where I can download the file ...)
    *create protounit to unit selected.(unit selected in-game, not with tigger)
    *damge units near protounit. (distance variable)
    *create protounits in units of player behind units selected
    (es: protounit:meteor impact ground. units of player:2 Unit selected:the unit selected in-game, not in editor radius:X)

    with last effect, in game, you select a unit, and game edit protounits (ex:meteor impact ground) to all units of player (exlayer 2) in a certain radius (ex:15)

    i can't use the cause unit selected, because i need this for all enemys in map. So, the player hav to satisfy the cause, and the tigger work to the first unit selected of player number in tigger (in the example, all units of player 2)

    (now i have used google translator, so error's aren't mine)
    Eurotool
    Hero
    posted 22 April 2011 07:34 PM EDT (US)     469 / 1672       
    change all protounits in map to protounit.
    From Nottud:


    <Effect name="Transform ALL units on map">
    <Param name="from" dispName="Change units from" VarType="protounit">meteor</Param>
    <Param name="to" dispName="Change units to" VarType="protounit">anubite</Param>
    <Command>unitTransform("%from%","%to%");</Command>
    </Effect>
    damge units near protounit
    From WinstonShnozwick:

    <Effect name="Damage Around Protounit">
    <Param name="PlayerID" dispName="Object Player" VarType="float">0</Param>
    <Param name="Object" dispName="Object Protounit" VarType="string">Unit</Param>
    <Param name="Radius" dispName="Object Radius" VarType="float">0</Param>
    <Param name="Target" dispName="Target Protounit" VarType="string">Unit</Param>
    <Param name="PlayerID2" dispName="Target Player" VarType="float">0</Param>
    <Param name="Damage" dispName="Target Damage" VarType="float">0</Param>
    <Command>for(Qid=1;>0) {}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QueryProtounit");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%Object%"));</Command>
    <Command>kbUnitQuerySetState(Qid, 2);</Command>
    <Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
    <Command>trUnitSelectClear();</Command>
    trUnitSelectByID(kbUnitQueryGetResult(Qid,i));
    trDamageUnitsInArea(%PlayerID2%,"%Target%",%Radius%,Śmage%);}

    [This message has been edited by Eurotool (edited 04-22-2011 @ 07:36 PM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 22 April 2011 08:00 PM EDT (US)     470 / 1672       
    For the convert effect to work after the dialogue is done, do I just set the trigger under convert to the one i made for the dialogue?
    There is no "Trigger" option in Convert. If you want the thing to convert immediatly after the dialog is done, theres an option in the Play Dialog effect called "Trigger". This is like a built in Fire Event where at the exact moment the dialog is finished, it will fire whatever trigger you select. Cool huh? The makers of aom used this often in the conversations of units to avoid the use of timers and wasted time. Remember to keep that convert trigger inactive. You can also add whatever condition you want.

    Check out my YouTube
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    Kastor33
    Mortal
    posted 23 April 2011 00:13 AM EDT (US)     471 / 1672       
    Thanks again, I just set the diplomacy to neutral, thne when Pelias is in Jason's LOS the dialogue triggers, then I plan on including audio, because i love to go uber in depth, anyway seeing as play dialog has a fire effect trigger on it is a bonus. Do you think you might play test the first level when its done?
    TAG
    That AoM Guy
    (id: aom expert)
    posted 23 April 2011 00:39 AM EDT (US)     472 / 1672       
    Certainly.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Kastor33
    Mortal
    posted 23 April 2011 00:58 AM EDT (US)     473 / 1672       
    Ok, so my dialogues, are link via triggering, but once the first dialogue plays none of the others do, does it work like that, like if for dialogue one the play dialogue triggers dialogue2 and so on? they are inactive like you said.
    TAG
    That AoM Guy
    (id: aom expert)
    posted 23 April 2011 11:33 AM EDT (US)     474 / 1672       
    I have no idea. Perhaps you can show me your setup.

    Check out my YouTube
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    Kastor33
    Mortal
    posted 23 April 2011 11:37 AM EDT (US)     475 / 1672       
    Shall I upload what I have done? P.S. in other things like renames and rank increases there are a couple useless triggers i decided not to use, but that shouldnt affect it.

    [This message has been edited by Kastor33 (edited 04-23-2011 @ 11:38 AM).]

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