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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:
    Eurotool
    Hero
    posted 26 June 2011 10:52 AM EDT (US)     651 / 1680       
    <Effect name="Protounit Move to Point">
    <Param name="PlayerID" dispName="Object Player" VarType="float">0</Param>
    <Param name="Object" dispName="Object Protounit" VarType="protounit">Unit</Param>
    <Param name="Target" dispName="Target Point" VarType="area">0</Param>
    <Param name="EventID" dispName="Trigger" VarType="event">-1</Param>
    <Param name="AttackMove" dispName="Attack Move" VarType="bool">false</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>
    <Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
    <Command>trUnitMoveToPoint(%Target%, %EventID%, %AttackMove%);}</Command>
    </Effect>

    𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
    L33TSkillz
    Mortal
    posted 26 June 2011 12:31 PM EDT (US)     652 / 1680       
    Just by looking at that I notice you never set the context back to the original player.
    Barnack
    Mortal
    posted 30 June 2011 11:36 AM EDT (US)     653 / 1680       
    Thank you eurotool
    scragins
    Heretic of December
    posted 02 July 2011 08:07 AM EDT (US)     654 / 1680       
    NameSet Victory Conditions
    DescriptionToggle Victory Conditions on and off
    Lewonas
    Mortal
    posted 02 July 2011 08:16 AM EDT (US)     655 / 1680       
       <Effect name="Disable victory conditions">
    <Command>xsDisableRule("BasicVC1");</Command>
    <Command>xsDisableRule("BasicVC2");</Command>
    </Effect>

    <Effect name="Enable victory conditions">
    <Command>xsEnableRule("BasicVC1");</Command>
    <Command>xsEnableRule("BasicVC2");</Command>
    </Effect>

    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%]
    perpetual_n00b
    Immortal
    posted 02 July 2011 09:25 AM EDT (US)     656 / 1680       
    You could combine that into a single effect with an ON/OFF toggle parameter.

    <Effect name="Set Victory Conditions">
    <Param name="VCToggle" dispName="Victory Conditions" VarType="bool">true</Param>
    <Command>if (%VCToggle%) {</Command>
    <Command>xsEnableRule("BasicVC1");</Command>
    <Command>xsEnableRule("BasicVC2");</Command>
    <Command>}</Command>
    <Command>else {</Command>
    <Command>xsDisableRule("BasicVC1");</Command>
    <Command>xsDisableRule("BasicVC2");</Command>
    <Command>}</Command>
    </Effect>
    L33TSkillz
    Mortal
    posted 02 July 2011 12:41 PM EDT (US)     657 / 1680       

    <Effect name="Set Victory Conditions">
    <Param name="VCToggle" dispName="Victory Conditions" VarType="bool">true</Param>
    <Command>if (%VCToggle%) {</Command>
    <Command>xsEnableRule("BasicVC1");</Command>
    <Command>xsEnableRule("BasicVC2");</Command>
    <Command>xsEnableRule("lostCitadel");</Command>
    <Command>}</Command>
    <Command>else {</Command>
    <Command>xsDisableRule("BasicVC1");</Command>
    <Command>xsDisableRule("BasicVC2");</Command>
    <Command>xsDisableRule("lostCitadel");</Command>
    <Command>}</Command>
    </Effect>
    This also affects deathmatch rules, if you're using them.

    [This message has been edited by L33TSkillz (edited 07-02-2011 @ 12:44 PM).]

    Zenophobia
    Irrational Fear
    posted 02 July 2011 07:31 PM EDT (US)     658 / 1680       
    I don't know if this is possible but...
    Pan Camera to unit
    Basically, an effect that pans the camera from where it was before to a specified unit. You can control how fast it goes by milliseconds.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    scragins
    Heretic of December
    posted 03 July 2011 02:02 AM EDT (US)     659 / 1680       
    Thank you all 3 of you.
    perpetual_n00b
    Immortal
    posted 03 July 2011 10:54 AM EDT (US)     660 / 1680       
    Zenophobia

    Pan Camera to unit should be possible, I've got a Camera Pan to Point effect that I can convert without too much trouble I think.

    Edit: Here are the Camera Pan effects

    <Effect name="Camera Pan to Point">
    <Param name="Cam1" dispName="Camera" VarType="camerainfo"></Param>
    <Param name="Duration" dispName="Duration (ms)" varType="string">1000</Param>
    <Param name="EventID" dispName="Trigger" varType="event">-1</Param>
    <Command>trackInsert();</Command>
    <Command>trackAddWaypoint();</Command>
    <Command>trCameraCut(%Cam1%);</Command>
    <Command>trackAddWaypoint();</Command>
    <Command>trackPlay(%Duration%,%EventID%);</Command>
    </Effect>

    <Effect name="Camera Pan to Unit">
    <Param name="UnitCut" dispName="Unit" varType="unit">default</Param>
    <Param name="Duration" dispName="Duration (ms)" varType="string">1000</Param>
    <Param name="EventID" dispName="Trigger" varType="event">-1</Param>
    <Command>trackInsert();</Command>
    <Command>trackAddWaypoint();</Command>
    <Command>uiLookAtUnitByName("%UnitCut%");</Command>
    <Command>trackAddWaypoint();</Command>
    <Command>trackPlay(%Duration%,%EventID%);</Command>
    </Effect>

    There may be a slight flicker when these effects are called as they set up the waypoints for the camera track.

    I don't know how well these will work with multiplayer.

    [This message has been edited by perpetual_n00b (edited 07-03-2011 @ 11:13 AM).]

    Zenophobia
    Irrational Fear
    posted 03 July 2011 12:25 PM EDT (US)     661 / 1680       
    thanks, perp!

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    Spike Dragon
    Mortal
    posted 05 July 2011 02:05 PM EDT (US)     662 / 1680       
    Name - Change Name Protounit
    Description - Changes the name of all protounist from a selected player.
    Example - Changes the name of cyclops to Giant.

    Name - Disable All God Powers
    Description - Disables all the god powers of a certain player.
    Example - Disables all the god powers of a certain player.

    Note:these triggers must work for the Titans.
    Thanks ahead.

    [This message has been edited by Spike Dragon (edited 07-05-2011 @ 02:05 PM).]

    o0_Drago_0o
    Mortal
    posted 05 July 2011 02:30 PM EDT (US)     663 / 1680       
    Hi Spike dragon, 2nd trigger - It can be something like this?

    <Effect name="MP Player Kill All God Powers">
    <Command>trPlayerKillAllGodPowers(mp);</Command>
    </Effect>

    OR: I just found this, maybe the perpetual can remake.

    here: - if someone remakes for all GP slots.

    <Effect name="zDisable/Enable using god power slot">
    <Param name="p1" dispName="lowest player" varType="player">1</Param>
    <Param name="p2" dispName="highest player" varType="player">4</Param>
    <Param name="MyBool" dispName="Allow use" VarType="bool">False</Param>
    <Param name="Slot" dispName="slot" varType="stringid">1</Param>
    <Command>trQuestVarSet("PlayerID", %p1%);</Command>
    <Command>while(%p2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>if(trCurrentPlayer() == 1*trQuestVarGet("PlayerID")){</Command>
    <Command>if(%MyBool% == false)gadgetReal("GPRechargeMeter%slot%");</Command>
    <Command>if(%MyBool% == true){</Command>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>uiMessageBox("moo","gadgetUnreal(\"GPRechargeMeter%slot%\")");</Command>
    <Command>uiCycleCurrentActivate();</Command>
    <Command>subModeLeave("Simulation", "Editor");</Command>
    <Command>modeEnter("pregame");</Command>
    <Command>modeEnter("Simulation");</Command>
    <Command>subModeEnter("Simulation", "Singleplayer");</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
    </Effect>

    =============================================
    = Dawn of Fantasy is the future for us all! =
    = I can't wait till it comes out... =
    =============================================

    [This message has been edited by o0_Drago_0o (edited 07-05-2011 @ 02:32 PM).]

    Spike Dragon
    Mortal
    posted 05 July 2011 03:58 PM EDT (US)     664 / 1680       
    Hmm, doesn't seem to work, but I found two good replacments, thanks anyway.

    EDIT:

    Name - Teleport relative to itself
    Description - Teleports a unit to a certain location from is current location.
    Example - Teleports a unit to a certain location from is current location.

    [This message has been edited by Spike Dragon (edited 07-06-2011 @ 12:01 PM).]

    ern_sttn
    Mortal
    posted 10 July 2011 10:44 AM EDT (US)     665 / 1680       
    Hay guys

    How do yuo make a trigger to advance player 2 or 3 to the next age? were thay have Gard-towers showing on the map and you still have to reserch to get it.
    scragins
    Heretic of December
    posted 11 July 2011 01:11 AM EDT (US)     666 / 1680       
    Use the trigger "set Tech status" it's already in your trigger file.

    Name QV compare resource count
    Description It's a condition that will activate the effect when a QV is equal(other functions aswell please) to a particular resource.
    Necr0maNceR
    Lord of the Undead
    posted 11 July 2011 01:56 AM EDT (US)     667 / 1680       
    Do the effects Change Unit Height or Tilt Unit exist? If so, please tell me where to find them. If not, I would like to request them if possible. I know only a limited number of units can have their height changed.

    My Work: Zombie Goliath texture mod -- My Screenshots -- Current Projects: Lost In Darkness
    Member of: Black Ice Studios
    ____
    |0..0|
    ||||
    Spike Dragon
    Mortal
    posted 11 July 2011 02:53 AM EDT (US)     668 / 1680       
    @Necr0maNceR
    There's an effect which changes unit position by X, Y and Z. Here's a Link, but I'm not sure if it works on all units.
    perpetual_n00b
    Immortal
    posted 11 July 2011 06:15 AM EDT (US)     669 / 1680       
    @ Spike Dragon

    You can use this effect to teleport a unit relative to itself, just put the unit in an army and set both Army Source and Army target to the same army

    <Effect name="Army Teleport Relative to Army">
    <Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
    <Param name="ArmyT" dispName="Army Target" VarType="group">0,0</Param>
    <Param name="OffsetX" dispName="Distance X" varType="long">5</Param>
    <Param name="OffsetZ" dispName="Distance Z" varType="long">5</Param>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyT%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trArmySelect("%ArmyS%");</Command>
    <Command>trUnitTeleport(xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector( %ArmyT%,-1)))) + %OffsetX%,0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyT%,-1)))) + %OffsetZ%);</Command>
    </Effect>

    @ Scragins

    I've not tested this but it should work

    <Condition name="Quest Var Compare with Resource">
    <Param name="QVName" dispName="$$23952$$Var Name" VarType="string">QV1</Param>
    <Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="string">1</Param>
    <Param name="Resource" dispName="$$22324$$Resource" VarType="resource">food</Param>
    <Expression>trQuestVarGet("%QVName%") %Op% trPlayerResourceCount(%PlayerID%, "%Resource%")</Expression>
    </Condition>
    scragins
    Heretic of December
    posted 11 July 2011 06:25 AM EDT (US)     670 / 1680       
    Thanks Perp i'll test it soon.
    Spike Dragon
    Mortal
    posted 11 July 2011 06:32 AM EDT (US)     671 / 1680       
    Thanks.
    Necr0maNceR
    Lord of the Undead
    posted 12 July 2011 01:15 AM EDT (US)     672 / 1680       
    Thanks Spike Dragon! That was just what I needed for changing a unit's height! (and teleporting at the same time, which is really convienient). What I want to do is now possible. Although, without a Tilt Object effect, it will be quite tedious to accomplish. That is besides the point, though. What matters, is that my trick is now possible.

    My Work: Zombie Goliath texture mod -- My Screenshots -- Current Projects: Lost In Darkness
    Member of: Black Ice Studios
    ____
    |0..0|
    ||||
    Barnack
    Mortal
    posted 12 July 2011 06:01 AM EDT (US)     673 / 1680       
    I need this cause:
    *protounit of player distance to point.

    and this effect:
    *unit create (also for player 10, 11 and 12)
    perpetual_n00b
    Immortal
    posted 12 July 2011 07:41 AM EDT (US)     674 / 1680       
    @ Barnack

    You can use Units In Area instead of protounit of player distance to point, the only difference is you'd have to place a centre unit on the map instead of selecting a point.

    Alternatively you can use v Triggers and v Condition in User Defined Area

    For Unit Create to work for players 10, 11 and 12 you just need to change the varType of the Player parameter from player to string so you can type in numbers (or use trQuestVarGet).

    <Effect name="$$22431$$Unit Create">
    <Param name="PlayerID" dispName="$$22301$$Player" varType="string">1</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
    <Param name="ScenName" dispName="$$20509$$Name" varType="string">Default</Param>
    <Param name="Location" dispName="" varType="area">0,0,0</Param>
    <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
    <Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, %PlayerID%);</Command>
    </Effect>
    Barnack
    Mortal
    posted 13 July 2011 04:05 AM EDT (US)     675 / 1680       
    Thanks for "unit create".

    I need the cause "protounit distance to point" beacouse i work with units created by tiggers, units not previously present in the editor.

    What is "v Triggers and v Condition in User Defined Area"???
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