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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:
    perpetual_n00b
    Immortal
    posted 13 July 2011 08:03 AM EDT (US)     676 / 1672       
    @ Barnack

    Units In Area doesn't care when the unit's it is detecting were created. You just need a unit to designate the point to search around - you can use a rock or something else innocuous.

    v Triggers is the common name for HailToTheOboe's Target Protounit Query Triggers. They are a useful tool for selecting units based on criteria, such as protounit.

    If you use v Triggers, you could use this v Condition:

    <Effect name="v Condition Distance to Point">
    <Param name="DstPoint" dispName="" varType="area">0</Param>
    <Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
    <Param name="Dist" dispName="$$22298$$Distance" VarType="float">0</Param>
    <Command>if (trUnitDistanceToPoint(%DstPoint%) %Op% %Dist%){</Command>
    </Effect>
    Barnack
    Mortal
    posted 13 July 2011 02:39 PM EDT (US)     677 / 1672       
    Traduzione da italiano verso inglese
    i need "Proto units in the area" for this edit:

    Tigger 1

    CAUSES
    protounits in area
    protounit - longboat
    player - 4
    area - = <12

    EFFECTS
    Unit created
    unit - Ulfsark (X5)

    Unit created
    Unit - Tower (X3)

    This I need to make sure that when a player has ships in a certain point on the coast, it creates a kind of siege field.
    perpetual_n00b
    Immortal
    posted 14 July 2011 06:21 AM EDT (US)     678 / 1672       
    Barnack, set your Condition/Cause to this and it should do what you want.

    CONDITIONS(CAUSES)
    Units in Area
    Center Unit = A rock or flag or marker or something to mark the area
    Player = 4
    Unit Type = Longboat
    Radius = 12
    Operator is >
    Count = 0
    Barnack
    Mortal
    posted 14 July 2011 01:21 PM EDT (US)     679 / 1672       
    Ah, ok. thank you.
    I mean that for end of this summer i submit 2 scenarios.
    aom_elderscrolls
    Mortal
    posted 15 July 2011 02:52 PM EDT (US)     680 / 1672       
    can someone post a 'camera cut to unit' trigger effect. I used to have it but re-installed everything.

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-
    Elrich
    Hero
    posted 15 July 2011 03:07 PM EDT (US)     681 / 1672       
            
    <Effect name="CAMERA Cut Object">
    <Param name="ScenName" dispName="$$19160$$Unit" varType="unit">0</Param>
    <Command>uiLookAtUnitByName("%ScenName%");</Command>
    </Effect>

    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
    aom_elderscrolls
    Mortal
    posted 15 July 2011 03:35 PM EDT (US)     682 / 1672       
    Thank you Elrich. Also, does anybody have a hotkey condition effect, such as,
    When a certain key is pressed (and held down) it will start whatever the wished effect is.

    EDIT:
    Is there also a trigger that is a unique type of 'modify multiple protounits to level all stats'. such as effect where you select several protounits, and type in health/attack/etc and all the protounits will have the same stats?

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-

    [This message has been edited by aom_elderscrolls (edited 07-15-2011 @ 04:17 PM).]

    L33TSkillz
    Mortal
    posted 15 July 2011 04:43 PM EDT (US)     683 / 1672       
    You can't do most things where a key is held down, you can have something run constantly when a key is held down (with + added as in +b), but you can't have something only activate while it's held down for most actions.

    You might be able to have the key be +w and the command be "uiWorkAtPointer uiStopSelectedUnits"
    (adding the second part to the uiWorkAtPointer I said earlier)
    Doesn't seem to work for me so I'd doubt it


    Also, if you're using that second effect with the hotkey built in you don't need the first because the hotkey is already in the second one.

    [This message has been edited by L33TSkillz (edited 07-15-2011 @ 04:52 PM).]

    aom_elderscrolls
    Mortal
    posted 15 July 2011 08:08 PM EDT (US)     684 / 1672       
    I've pretty much abandoned the cursor move to idea, im not even sure how people would like it, and the people would probably prefer the point and click like their used to.
    HOWEVER,
    I gotta nother trigger request.
    -------------------------------------
    Condition- protounit under player 1 control
    Effect- changes diplomay
    -------------------------------------
    So as an example-
    Condition- protounit=Anubite in player 1's control
    Effect- previous allies will now attack
    --------------------------------------
    What im going for here is a 'disease response' ai. Such as 'werewolf disease', When transformed into your werewolf form (the protounit 'anubite' in this eample), allies will attack, but then when reverted back to normal diplomacy changes back to normal.
    Any suggestions?


    EDIT:
    Also, Im going through my sounds directory and remember playing with ALOT more, I think I recall doing something to 'unlock' all the game's sound files, how do I do this again?

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-

    [This message has been edited by aom_elderscrolls (edited 07-15-2011 @ 09:07 PM).]

    L33TSkillz
    Mortal
    posted 16 July 2011 00:03 AM EDT (US)     685 / 1672       
    Well it'd be transformed into that using triggers so couldn't you include that in the trigger that transforms you?
    aom_elderscrolls
    Mortal
    posted 16 July 2011 00:34 AM EDT (US)     686 / 1672       
    Well I guess I could transform via triggers.. My original plans was to modify my certain units with the little 'unit transform' button on their actions. (you know like how you go from fanatic, to fanatic hero). I had it set where with the transforming units cost no resources and could freely go back and forth. But I may use a trigger idea instead, would be easier for the diplomacy thing.

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-
    Lewonas
    Mortal
    posted 16 July 2011 05:25 AM EDT (US)     687 / 1672       
    Transform fanatic heroes into anubites..?

    Player unit count > Player 1 has 1 anubite
    Diplomacy player range > Player 2-12 are now enemy with Player 1

    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%]
    aom_elderscrolls
    Mortal
    posted 16 July 2011 11:59 AM EDT (US)     688 / 1672       
    @lewonas
    OMG I feel so stupid, jesus. Its been to long lol. Thanks that all I need for now guys, thank you lewonas!

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-
    Lewonas
    Mortal
    posted 17 July 2011 10:31 AM EDT (US)     689 / 1672       
    I need some help.

    I tried to create an infinite leveling trigger today but each time I test it in AoM, AoM freezes:

       <Effect name="Infinite Leveling for Protounit player range 1">
    <Param name="PlayerID1" dispName="Lowest Player" VarType="player">0</Param>
    <Param name="PlayerID2" dispName="Highest Player" VarType="player">0</Param>
    <Param name="Count" dispName="Kills per level" VarType="float">0</Param>
    <Param name="Multiplier" dispName="Multiplier" VarType="float">0</Param>
    <Command>trQuestVarSet("PlayerID", %PlayerID1%);</Command>
    <Command>int id=1;</Command>
    <Command>int idd=1;</Command>
    <Command>while(%PlayerID2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>id=idd+1;</Command>
    <Command>trQuestVarSet("pleveluplew"+id, trGetStatValue(%PlayerID%, 2));</Command>
    <Command>if(trQuestVarGet("pleveluplew"+id) >= %Count% + trQuestVarGet("modlew"+id)) {</Command>
    <Command>if(trQuestVarGet("check"+id) == 0) {</Command>
    <Command>trQuestVarSet("modlew"+id, %Count% * %Multiplier%);</Command>
    <Command>trQuestVarSet("check"+id, 1);}</Command>
    <Command>if(trQuestVarGet("check"+id) > 0) {</Command>
    <Command>trQuestVarSet("modlew"+id, trQuestVarGet("modlew"+id) + (trQuestVarGet("modlew"+id) * %Multiplier%));}</Command>
    </Effect>

    <Effect name="Infinite Leveling for Protounit player range 2">
    <Param name="ProtoUnit" dispName="ProtoUnit" varType="protounit">Villager</Param>
    <Param name="Field1" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Delta1" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Param name="Field2" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Delta2" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Param name="Field3" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Delta3" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field1%, Ūlta1%);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field2%, Ūlta2%);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field3%, Ūlta3%);</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}}</Command>
    </Effect>

    I need some help!

    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%]
    L33TSkillz
    Mortal
    posted 17 July 2011 12:06 PM EDT (US)     690 / 1672       
    if(trQuestVarGet("pleveluplew"+id) >= %Count% + trQuestVarGet("modlew"+id)) {

    That if statement won't be true if they're at zero or something, and because the increment to your player iterator is inside this, the while condition will never become false so it causes an infinite loop. Move one of the closing braces from after the player iteration to before it.

    [This message has been edited by L33TSkillz (edited 07-17-2011 @ 12:07 PM).]

    Lewonas
    Mortal
    posted 18 July 2011 06:33 AM EDT (US)     691 / 1672       
    LOL oops! How embarassing.

    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%]
    Lewonas
    Mortal
    posted 18 July 2011 08:09 AM EDT (US)     692 / 1672       
    Yay, it works now.

       <Effect name="Infinite Leveling for Protounit player range 1">
    <Param name="PlayerID1" dispName="Lowest Player" VarType="player">0</Param>
    <Param name="PlayerID2" dispName="Highest Player" VarType="player">0</Param>
    <Param name="Count" dispName="Kills per level" VarType="float">0</Param>
    <Param name="Multiplier" dispName="Multiplier" VarType="float">1</Param>
    <Command>trQuestVarSet("PlayerID", %PlayerID1%);</Command>
    <Command>int id=1;</Command>
    <Command>int idd=1;</Command>
    <Command>while(%PlayerID2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>id=idd+1;</Command>
    <Command>idd=id;</Command>
    <Command>trQuestVarSet("pleveluplew"+id, trGetStatValue(1*trQuestVarGet("playerID"), 2));</Command>
    <Command>if(trQuestVarGet("pleveluplew"+id) >= %Count% + trQuestVarGet("modlew"+id)) {</Command>
    <Command>if(trQuestVarGet("check"+id) > 1) {</Command>
    <Command>trQuestVarSet("modlew"+id, trQuestVarGet("modlew"+id) + (trQuestVarGet("modlewlew"+id) * %Multiplier%));</Command>
    <Command>trQuestVarSet("modlewlew"+id, trQuestVarGet("modlewlew"+id) * %Multiplier%);}</Command>
    <Command>if(trQuestVarGet("check"+id) == 1) {</Command>
    <Command>trQuestVarSet("modlewlew"+id, trQuestVarGet("modlew"+id) * %Multiplier%);</Command>
    <Command>trQuestVarSet("modlew"+id, trQuestVarGet("modlew"+id) + (trQuestVarGet("modlew"+id) * %Multiplier%));</Command>
    <Command>trQuestVarSet("check"+id, 2);}</Command>
    <Command>if(trQuestVarGet("check"+id) == 0) {</Command>
    <Command>trQuestVarSet("modlew"+id, %Count% * %Multiplier%);</Command>
    <Command>trQuestVarSet("check"+id, 1);}</Command>
    </Effect>

    <Effect name="Infinite Leveling for Protounit player range 2">
    <Param name="ProtoUnit" dispName="ProtoUnit" varType="protounit">Villager</Param>
    <Param name="Field1" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Mod1" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Param name="Field2" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Mod2" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Param name="Field3" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Mod3" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field1%, %Mod1%);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field2%, %Mod2%);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field3%, %Mod3%);}</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
    </Effect>

    You only have to create 1 trigger with these 2 effects in it and you have an infinite leveling system for any player you want!

    The Count parameter defines how many kills a player needs to level up their unit. The Multiplier parameter defines the increasement of kills needed per level.

    Example:
    Count = 4
    Multiplier = 1.5

    When player 1 kills 4 units, he must kill a total of 4+4*1.5= 10 - 4 (he already has 4 kills) = 6 units to level up again. Level 3 requires 4+6+6*1.5 = 19 - 10 = 9 more kills. Level 4 requires 4+15+9*1.5 = 32 - 19 = 13 more kills. Level 5 requires 4+28+13*1.5 = 51 - 32 = 19 more. Etc... etc...

    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 18 July 2011 09:42 AM EDT (US)     693 / 1672       
    Nice work Lewonas.

    The only real change I would suggest is you could add in a Stat Type parameter and change Kills per Level to Stats per Level, that way designers could use Units Killed Cost or Resources Gathered or something else as the basis for leveling, not just how many units have been killed.

    That would turn the first effect into something like this (untested):

    <Effect name="Infinite Leveling for Protounit player range 1">
    <Param name="PlayerID1" dispName="Lowest Player" VarType="player">0</Param>
    <Param name="PlayerID2" dispName="Highest Player" VarType="player">0</Param>
    <Param name="StatID" dispName="$$23856$$Stat Type" VarType="kbstat">0</Param>
    <Param name="Count" dispName="Stats per level" VarType="float">0</Param>
    <Param name="Multiplier" dispName="Multiplier" VarType="float">1</Param>
    <Command>trQuestVarSet("PlayerID", %PlayerID1%);</Command>
    <Command>int id=1;</Command>
    <Command>int idd=1;</Command>
    <Command>while(%PlayerID2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>id=idd+1;</Command>
    <Command>idd=id;</Command>
    <Command>trQuestVarSet("pleveluplew"+id, trGetStatValue(1*trQuestVarGet("playerID"), %StatID%));</Command>
    <Command>if(trQuestVarGet("pleveluplew"+id) >= %Count% + trQuestVarGet("modlew"+id)) {</Command>
    <Command>if(trQuestVarGet("check"+id) > 1) {</Command>
    <Command>trQuestVarSet("modlew"+id, trQuestVarGet("modlew"+id) + (trQuestVarGet("modlewlew"+id) * %Multiplier%));</Command>
    <Command>trQuestVarSet("modlewlew"+id, trQuestVarGet("modlewlew"+id) * %Multiplier%);}</Command>
    <Command>if(trQuestVarGet("check"+id) == 1) {</Command>
    <Command>trQuestVarSet("modlewlew"+id, trQuestVarGet("modlew"+id) * %Multiplier%);</Command>
    <Command>trQuestVarSet("modlew"+id, trQuestVarGet("modlew"+id) + (trQuestVarGet("modlew"+id) * %Multiplier%));</Command>
    <Command>trQuestVarSet("check"+id, 2);}</Command>
    <Command>if(trQuestVarGet("check"+id) == 0) {</Command>
    <Command>trQuestVarSet("modlew"+id, %Count% * %Multiplier%);</Command>
    <Command>trQuestVarSet("check"+id, 1);}</Command>
    </Effect>
    Lewonas
    Mortal
    posted 18 July 2011 12:48 PM EDT (US)     694 / 1672       
    Yeah that should work too. I forgot about the Unit Killed COST.

    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%]
    cobra80000
    Mortal
    posted 19 July 2011 11:06 AM EDT (US)     695 / 1672       
    Type: Trigger effect


    Name: Modify hero revival


    Description: Makes the hero just die and be unrevivable
    EX. say arkantos dies i would like for him to beable to die and not beable to be revived again if its possible
    Madsen
    Mortal
    posted 19 July 2011 11:50 AM EDT (US)     696 / 1672       
    @cobra80000 , no need for new effects - let me make an example for you.

    Trigger 1
    Conditions
    Is Dead (Your hero)
    Effects
    Fire Event (Trigger 2)

    Trigger 2
    Conditions
    Timer (1)
    Effects
    Destroy (Your hero)

    This will remove the reviveable hero from the game one second after its death.

    Check out my Scenario AI 1.4 and my
    Total Aggressive AI (targets different units and prioritize them).
    Shilard
    Mortal
    posted 21 July 2011 11:38 AM EDT (US)     697 / 1672       
    Hello, it is possible to do this effect:

    Name - Show a gif file
    Description - I want to show a gif in my scenario, like the effect "show image" but this time it's a GIF file who is shown in the window (not a picture).

    Thank you in advance
    L33TSkillz
    Mortal
    posted 21 July 2011 12:07 PM EDT (US)     698 / 1672       
    You can't.
    Zenophobia
    Irrational Fear
    posted 21 July 2011 10:37 PM EDT (US)     699 / 1672       
    Condition: Quest String Check Position:

    Basically, checks a quest string but at a specified position. 1 would be the first, 2 would be the second, etc.

    In other words, if my string was "Car", then the first position would be 'C', second would be 'a', and third would be 'r'.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    aom_elderscrolls
    Mortal
    posted 22 July 2011 00:23 AM EDT (US)     700 / 1672       
    I need a "Disable Trigger Group" effect that COMPLETELY disables all the triggers within the specified group. Thanks in advance,
    On a side note, how can I accomplish the trigger set of giving players the ability to skip cinematics. I know an easy method of doing it, but do not have a good hotkey condition that works. such as,
    condition-Spacebar pressed
    effect- etc....

    [[aom_elderscrolls-behind the AOM:TES project]]
    Completion and Release on all projects below 80% completion are PENDING, and possibly never to be finished.
    Please be patient on any long projects, as this is something I do in my FREE time, which isnt a whole lot. Once again, nothing is guaranteed to be released.

    -Elder Scrolls:Old Memory Dawn 10% Completed-
    -Look at my profile for more information on the Elder Scrolls Project-

    [This message has been edited by aom_elderscrolls (edited 07-22-2011 @ 00:46 AM).]

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