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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:
    Kastor33
    Mortal
    posted 23 April 2011 03:10 PM EDT (US)     501 / 1672       
    Ooooooh, alright I misunderstood what you meant.
    Edit: Okay, its been a long night, but I ggot the body to stay, I was kicking myself until i saw the part about him needing to be killed by an enemy. Now, what would be the best way to revive him? have the Animation trigger a timer that triggers an LOS unit change?

    [This message has been edited by Kastor33 (edited 04-24-2011 @ 00:32 AM).]

    Lewonas
    Mortal
    posted 24 April 2011 09:51 AM EDT (US)     502 / 1672       
    @Lewonas
    Modify Protounit All: Speed
    .... that won't 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%]
    Spike Dragon
    Mortal
    posted 24 April 2011 10:46 AM EDT (US)     503 / 1672       
    A Interval timer will be nice.

    Eg.

    Condition: Interval Timer

    Interval: 20

    Something hapens every 20 seconds.

    [This message has been edited by Spike Dragon (edited 04-27-2011 @ 05:38 AM).]

    L33TSkillz
    Mortal
    posted 24 April 2011 10:51 AM EDT (US)     504 / 1672       
    A what? you mean just timer with a loop?

    [This message has been edited by L33TSkillz (edited 04-24-2011 @ 10:55 AM).]

    JeOmaHeetBert
    Mortal
    posted 24 April 2011 12:30 PM EDT (US)     505 / 1672       
    Can someone make the condition: 'Is type'.
    You can select a unit and choose which type it has to be.
    Kastor33
    Mortal
    posted 24 April 2011 12:49 PM EDT (US)     506 / 1672       
    ooooh, that'd be a cool idea. that way say you mark a Toxote, then when hes in, say an Ulfsarks LOS he'll scream ARCHERS!

    For The Good, The Rights, and The Freedom of the Peoples of Tamriel! SOLDIERS WE MARCH TO OBLIVION!
    WinstonShnozwick
    Mortal
    posted 24 April 2011 01:21 PM EDT (US)     507 / 1672       
    I'm trying to trigger a bossfight, where you have to run away from the enemy and try to make it walk next to burning trees. When it is a distance close to any burning tree it should be damaged. The only part that isnt working is a condition to detect if it is near a burning tree. I put Units in Area, selected the target unit, put "Savannah Tree Burning", player 0 (gaia owns tree), radius 1, greater than or equal to 1 (for number of units near. It won't detect.

    So could someone make a condition Unit Near Protounits? You select a center unit, select a protounit, and distance. If the center unit is near any of that protounit type in the distance then the condition is met. Unless the units in area can be used, but it won't work for me.

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
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    lostrozzacavalli
    Mortal
    posted 24 April 2011 04:08 PM EDT (US)     508 / 1672       
    @JeO: There's already a "Is Type" condition in Invent00r's Proactive triggers pack (search for it in the download section).

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
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    JeOmaHeetBert
    Mortal
    posted 25 April 2011 04:41 AM EDT (US)     509 / 1672       
    Thank you
    Lewonas
    Mortal
    posted 25 April 2011 09:55 AM EDT (US)     510 / 1672       
    Winston, Units in Area isn't detecting the trees because the radius is too small. Change it to at least 2.

    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%]
    Elrich
    Hero
    posted 25 April 2011 11:33 AM EDT (US)     511 / 1672       
    Also, Winstyck, make sure the priority is the highest so it reacts quickly before they walk back out of range.

    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
    Barnack
    Mortal
    posted 28 April 2011 01:34 PM EDT (US)     512 / 1672       
    I need theese effects:

    *unit create to unit selected in-game of player X
    (when the player meets the causes, the protounit is create by game at the unit selected from player)

    *damge unit selected in-game (X) of player X
    *damge unit selected in game (X%) of player X
    (as above)
    Kastor33
    Mortal
    posted 30 April 2011 10:07 AM EDT (US)     513 / 1672       
    @Spike Dragon There is a way to do that. what ever you have on your time click loop, that way every "X" seconds the effect happens again, weather it be an attack or a god power.

    For The Good, The Rights, and The Freedom of the Peoples of Tamriel! SOLDIERS WE MARCH TO OBLIVION!

    [This message has been edited by Kastor33 (edited 04-30-2011 @ 10:07 AM).]

    LonelyKnight
    Mortal
    posted 02 May 2011 11:36 PM EDT (US)     514 / 1672       
    What I wish to achieve is simple in concept

    Player X decides to build the titan gate
    Titan comes out
    trigger conditions detect him (not sure how to achieve this, all I've tried so far failed)
    trigger effects convert him to another player (been trying to use a fan made trigger that adds unit per type to an army, doesn't seem to work though)

    hasn't been quite so simple to achieve :/
    Mister SCP
    Scenario Reviewer
    posted 03 May 2011 01:47 AM EDT (US)     515 / 1672       
    Condition: Units in Area
    Effect: Convert units in Area


    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
    LonelyKnight
    Mortal
    posted 03 May 2011 08:22 AM EDT (US)     516 / 1672       
    I have tried those but I seem to be unable to make them sensitive to that particular unit
    I assumed I was suposed to insert the unit ID where it asks for the unit ID but 2812 isn't making it target the titan
    Nor Titan or the number in the name field

    The convert one works fine when I don't identify a particular unit. Can't make it work after that
    So I guess I just need to know what ID I need to use to recognize the titan in both places
    perpetual_n00b
    Immortal
    posted 03 May 2011 08:42 AM EDT (US)     517 / 1672       
    LonelyKnight, you need to use the unit's protounit name.

    In this case it's Titan Atlantean
    LonelyKnight
    Mortal
    posted 03 May 2011 09:23 AM EDT (US)     518 / 1672       
    cheers, that works for the units in Area condition
    not for the convert unit effect though, what do I need to input on that one?

    Edit: Apparently object info is fairly useless
    So, is there a list anywhere of Unit type IDs?

    [This message has been edited by LonelyKnight (edited 05-03-2011 @ 11:53 AM).]

    perpetual_n00b
    Immortal
    posted 03 May 2011 01:25 PM EDT (US)     519 / 1672       
    I don't seem to have the Convert Units In Area effect handy to look at, but you could use the Change Units In Area effect - just set the From Player and To Player fields as you would for the covert but have the FromType and ToUnit fields both set to Titan Atlantean.

    Note: if the players are different cultures, converting the Titan will change it to the Titan appropriate for that culture. E.g. if you convert the Greek Cerberus Titan to an Egyptian player it will become the Birdman Titan
    LonelyKnight
    Mortal
    posted 03 May 2011 02:42 PM EDT (US)     520 / 1672       
    Apparently I need to use the "ID viewer" effect in order to get the unit type ID.
    It was in the readme that came with the triggers... now I'm embarassed. Always read the readme folks!

    That Change units in Area seems simpler though.. and works perfectly!
    Planning to make all the titans atlantean :P

    Thanks again for all the help
    This is gonna be incredily fun when my mates try to build a titan :P naughty naughty, if you are playing as zeus in olympus and summon a titan, you know you are asking for it
    Mister SCP
    Scenario Reviewer
    posted 04 May 2011 11:53 AM EDT (US)     521 / 1672       
    I wan to add a power tool for the AOE3 editor (playtest). Can somebody tell me which file to edit to add it to playtest like Nottud Superpack adds Music and this kinda stuff? I guess it's not the uieditormenu nor the uimain

    nvm. I found it in uimain


    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 05-04-2011 @ 11:56 AM).]

    Tasterix
    Mortal
    posted 04 May 2011 04:11 PM EDT (US)     522 / 1672       
    Can someone make a Army Deploy Randomly in Area around Unit for comps online please ? xD

    |Limb of Memories| Upcoming AoM Online RPG, the prequel to |Children of Memories|
    A project by Tasterix.
    JeOmaHeetBert
    Mortal
    posted 06 May 2011 04:29 AM EDT (US)     523 / 1672       
    Can someone make a 'units in area player range'. Or if it already exists tell me where i can find it.
    Lewonas
    Mortal
    posted 06 May 2011 08:45 AM EDT (US)     524 / 1672       
    You would achieve the same by using multiple Units In Area conditions in one trigger.

    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%]
    JeOmaHeetBert
    Mortal
    posted 06 May 2011 12:08 PM EDT (US)     525 / 1672       
    @Lewonas: If i put multiple ones with different players selected, i need to have all the 4 players in the area. And with the trigger i asked for, its one of the players selected.
    If i selected player 1 to 4 with that trigger and only player 3 is in that area it would activate.
    Hope i made that clear?
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