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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 22 July 2011 06:57 AM EDT (US)     701 / 1672       
    @ zenophobia,

    Try this:

    <Condition name="Quest String Check at Position">
    <Param name="QVString" dispName="QV String" VarType="string">S1</Param>
    <Param name="Position" dispName="Position" VarType="long">1</Param>
    <Param name="CheckString" dispName="Equals" VarType="string">A</Param>
    <Expression>String_substr(trStringQuestVarGet("%QVString%"), %Position%, 1) == "%CheckString%"</Expression>
    </Condition>

    I essentially combined Quest String Set SubString and Quest String Check to make this but haven't tested it, so if this doesn't work you could use Quest String Set SubString to set a QV String to 1 character at whatever position and then use Quest String Check to check it.

    It requires the Trigger Loader, obviously.

    @ aom_elderscrolls,

    You cannot disable trigger groups, however, there are effects that let you disable multiple triggers at once.

    Use this one if the triggers all have very different names:

    <Effect name="Disable Multiple Triggers">
    <Param name="TrigName01" dispName="Trigger 1" varType="string">default</Param>
    <Param name="TrigName02" dispName="Trigger 2" varType="string">default</Param>
    <Param name="TrigName03" dispName="Trigger 3" varType="string">default</Param>
    <Param name="TrigName04" dispName="Trigger 4" varType="string">default</Param>
    <Param name="TrigName05" dispName="Trigger 5" varType="string">default</Param>
    <Param name="TrigName06" dispName="Trigger 6" varType="string">default</Param>
    <Param name="TrigName07" dispName="Trigger 7" varType="string">default</Param>
    <Command>xsDisableRule("_%TrigName01%");</Command>
    <Command>xsDisableRule("_%TrigName02%");</Command>
    <Command>xsDisableRule("_%TrigName03%");</Command>
    <Command>xsDisableRule("_%TrigName04%");</Command>
    <Command>xsDisableRule("_%TrigName05%");</Command>
    <Command>xsDisableRule("_%TrigName06%");</Command>
    <Command>xsDisableRule("_%TrigName07%");</Command>
    </Effect>

    Use this effect if the triggers all have the same name but end in a different number e.g. my_trigger_1, my_trigger_2, ..., my_trigger_101

    <Effect name="Disable Triggers - Numbered Suffix">
    <Param name="TrigName" dispName="Trigger Prefix" varType="string">My_Trigger_</Param>
    <Param name="TrigMin" dispName="Trigger Suffix Min" varType="long">1</Param>
    <Param name="TrigMax" dispName="Trigger Suffix Max" varType="long">10</Param>
    <Command>for (suffix=%TrigMax%; >= %TrigMin%) {</Command>
    <Command>xsDisableRule("_%TrigName%"+suffix);</Command>
    <Command>}</Command>
    </Effect>

    Here are a couple of effects to map hotkeys. Since it is to skip a cinematic you need to set the mode to cinematic instead of game, set the key to space for the spacebar

    <Effect name="Map Key to Event - Mode Select">
    <Param name="Key01" dispName="Key" varType="string">a</Param>
    <Param name="Mode" dispName="Mode" varType="string">game</Param>
    <Param name="EventID01" dispName="Trigger" varType="event">-1</Param>
    <Command>map("%Key01%","%Mode%","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID01%);");</Command>
    </Effect>

    <Effect name="Map Keys to Event - Mode Select">
    <Param name="Mode" dispName="Mode" varType="string">game</Param>
    <Param name="Key01" dispName="Key" varType="string">a</Param>
    <Param name="EventID01" dispName="Trigger" varType="event">-1</Param>
    <Param name="Key02" dispName="Key" varType="string">b</Param>
    <Param name="EventID02" dispName="Trigger" varType="event">-1</Param>
    <Param name="Key03" dispName="Key" varType="string">c</Param>
    <Param name="EventID03" dispName="Trigger" varType="event">-1</Param>
    <Command>map("%Key01%","%Mode%","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID01%);");</Command>
    <Command>map("%Key02%","%Mode%","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID02%);");</Command>
    <Command>map("%Key03%","%Mode%","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID03%);");</Command>
    </Effect>

    If this is for multiplayer you will probably oos unless you are careful how you set up the hotkeys.
    Shilard
    Mortal
    posted 22 July 2011 12:08 PM EDT (US)     702 / 1672       
    Ok, It's a pity, I wanted to do a nice something, too bad.

    Thanks anyway
    Zenophobia
    Irrational Fear
    posted 22 July 2011 10:28 PM EDT (US)     703 / 1672       
    thanks, perp. Is there any way to read a chat sent by a player and turn it into a qv string?

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    aom_elderscrolls
    Mortal
    posted 22 July 2011 11:48 PM EDT (US)     704 / 1672       
    Thanks n00b, Ill deffinitly use the multiple triggers disabled effect. But I always fail when messing with hotkeys, so I think ill just leave it. Seems to be the only thing I cant grasp effectively.

    [[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-
    Kai Hirogashi
    Mortal
    posted 23 July 2011 02:59 AM EDT (US)     705 / 1672       
    Unit/Army heading towards unit
    Allows a unit or army to heading in the direction of a unit.

    Note: I asked this before and it was made but via V Triggers. Can someone make it just as an effect without putting it in the V system, please.

    |MEMORY|
    perpetual_n00b
    Immortal
    posted 23 July 2011 08:55 AM EDT (US)     706 / 1672       
    Zenophobia, this effect can turn player chat into a string but requires the player to enter a tag

    <Effect name="QV Set String From Player Chat">
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="string">1</Param>
    <Param name="S1" dispName="Var Name" VarType="string">QV1</Param>
    <Param name="tag" dispName="Chat tag" varType="string">name </Param>
    <Param name="length" dispName="Length of string" VarType="long">5</Param>
    <Command>string alphabet = "abcdefghijklmnopqrstuvwxyz1234567890 ";</Command>
    <Command>trStringQuestVarSet("%S1%","");</Command>
    <Command><![CDATA[for(n=1; <= %length%) {]]></Command>
    <Command><![CDATA[for(i=1; <= 26) {]]></Command>
    <Command>if(trChatHistoryContains("%tag%"+ trStringQuestVarGet("%S1%") +""+ String_charAt(alphabet,i), %PlayerID%)) {</Command>
    <Command>trStringQuestVarSet("%S1%", ""+trStringQuestVarGet("%S1%") +""+ String_charAt(alphabet,i));}</Command>
    <Command>}</Command>
    <Command>}</Command>
    </Effect>

    If it's for single-player scenario, you can use the Keyboard Input effect in my RPG effects trigger pack.

    @ aom_elderscrolls

    Here's how to set up a hotkey, so the player can press space during a cinematic to skip it.

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

    Conditions
    Always

    Effects
    Map Key to Event - Mode Select

    Mode = cinematic
    Key = space
    Trigger = Skip_Cinematic_Stuff

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

    Conditions
    Always


    Effects
    Whatever you need to do to skip the cinematic properly
    Map Key to Event - Mode Select
    Mode = cinematic
    Key = space
    Trigger = none

    Once a key is mapped to a trigger, whenever the key is pressed the trigger becomes active, so if you don't want the trigger to fire anymore you need to un-map the key (i.e. map it to none).
    Zenophobia
    Irrational Fear
    posted 23 July 2011 09:25 PM EDT (US)     707 / 1672       
    thanks, perp! Does the string include the tag?

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    Mister SCP
    Scenario Reviewer
    posted 24 July 2011 04:16 PM EDT (US)     708 / 1672       
    Here is a Typewriter effect for RPG fans (converted from my AOE3 pack) enjoy it.

    Requires: AOM Typelaoder
    +should be only used in Singleplayer games

    Set Up
    Trigger X:
    activ (not activ)
    not looped
    Condition
    always (timer, other)

    Effect:
    Typewriter Improved *TL* SP
    Before (the text before if needed)
    Subtitle: The Text where you want to use the effect
    Portrait:-
    String QV: a unique name for a string QV
    Id: unique id
    Timeout: how many time to deploy the next letter
    Effect 2: Typewriter Sound
    additonal effect to give letters a sound when they deploy

    Uppercase and Lowercase
    to make uppercase letters write a question mark before and after the letter, else you ll have lowercase letters.

    Example:
    target->target
    Target->target
    TARGET->target
    ?T?arget->Target
    ?T??a?rget->TArget
    ?M?ister ?S??C??P? is cool!-> Mister SCP is cool!
    ?A?re you ready???->Are you ready???

    Finally the code

    <Effect name="Typewriter Improved *TL* SP">
    <Param name="Subtitle2" dispName="Before" varType="stringid"></Param>
    <Param name="Subtitle" dispName="$$22385$$Subtitle" varType="stringid"></Param>
    <Param name="Portrait" dispName="$$22386$$Portrait" varType="string"></Param>
    <Param name="ArrayName" dispName="String QV" varType="string">Writer1</Param>
    <Param name="Id" dispName="Id" varType="long">1</Param>
    <Param name="Timeout" dispName="Timeout (msec.)" varType="long">1</Param>
    <Command>trStringQuestVarSet("%ArrayName%","");</Command>
    <Command>trQuestVarSet("Tw_LeNgTh",String_length("%Subtitle%"));</Command>
    <Command>trQuestVarSet("Tw_TiMe",trTimeMS()+%Timeout%);</Command>
    <Command>trQuestVarSet("Tw_PoS",0);</Command>
    <Command>xsEnableRule("SCP_Typewriter%Id%");</Command>
    <Command>xsDisableSelf();}}</Command>
    <Command>rule SCP_Typewriter%Id%</Command>
    <Command> inactive</Command>
    <Command> highFrequency</Command>
    <Command>{</Command>
    <Command> if(trTimeMS() >= trQuestVarGet("Tw_TiMe"))</Command>
    <Command> {</Command>
    <Command> xsDisableSelf();</Command>
    <Command>trQuestVarSet("Tw_PoS",trQuestVarGet("Tw_PoS")+1);if (("?" == ""+String_charAt("%Subtitle%",trQuestVarGet("Tw_PoS")))</Command>
    <Command><![CDATA[&& ("?" != ""+String_charAt("%Subtitle%",trQuestVarGet("Tw_PoS")+1)) && ("?" == ""+String_charAt("%Subtitle%",trQuestVarGet("Tw_PoS")+2))){]]></Command>
    <Command>trQuestVarSet("Tw_PoS",trQuestVarGet("Tw_PoS")+1); trStringQuestVarSet("%ArrayName%",trStringQuestVarGet("%ArrayName%")+""+String_toUpperCase(""+String_charAt("%Subtitle%",trQuestVarGet("Tw_PoS"))));</Command>
    <Command>trQuestVarSet("Tw_PoS",trQuestVarGet("Tw_PoS")+1);}</Command>
    <Command>else {trStringQuestVarSet("%ArrayName%",trStringQuestVarGet("%ArrayName%")+""+String_charAt("%Subtitle%",trQuestVarGet("Tw_PoS")));}</Command>
    <Command>trSoundPlayDialog("default","1", -1, true, "%Subtitle2%"+trStringQuestVarGet("%ArrayName%"), "%Portrait%");</Command>
    <Command>if (trQuestVarGet("Tw_LeNgTh") > trQuestVarGet("Tw_PoS"))</Command>
    <Command>{trQuestVarSet("Tw_TiMe",trTimeMS()+%Timeout%);</Command>
    <Command>xsEnableRule("SCP_Typewriter%Id%");}</Command>
    </Effect>

    <Effect name="Typewriter Sound">
    <Param name="ArrayName" dispName="Array" varType="string">Writer1</Param>
    <Param name="Sound1" dispName="Sound (Keys)" varType="sound">default</Param>
    <Param name="Sound2" dispName="Sound (Space Key)" varType="sound">default</Param>
    <Command>if (" " ==""+String_charAt(""+trStringQuestVarGet("%ArrayName%"),String_length(""+trStringQuestVarGet("%ArrayName%"))))</Command>
    <Command>trSoundPlayPaused("%Sound2%", -1, "","");</Command>
    <Command>else trSoundPlayPaused("%Sound1%", -1, "","");</Command>
    </Effect>

    Happy Tryout


    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
    aom_elderscrolls
    Mortal
    posted 26 July 2011 02:09 PM EDT (US)     709 / 1672       
    I dont think this exists, but it'd save alot of work if its possible.
    Is there any condition that is like 'saved game loaded'. so when you load a saved game it sets off certain effects?

    [[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-
    sartez
    Mortal
    posted 26 July 2011 05:06 PM EDT (US)     710 / 1672       
    Hi I wanted to know if the
    "Create Camera Track by Movement of Unit/Army"

    Effect is posible...

    İf it is, I would be very happy someone does it.
    Barnack
    Mortal
    posted 27 July 2011 04:13 PM EDT (US)     711 / 1672       
    Sartez, this non need a tigger.

    Open the camera track editor.
    Place a group of invisible walls to edit the road.
    Create an army with walls.
    Place the unit that you want (far as the size of a TC from the starting point of the camera track)
    Select the unit

    Move with right.click the unit and press continuous the spacebar to center the unit. Costantly, press the button "add point".
    Elrich
    Hero
    posted 27 July 2011 04:32 PM EDT (US)     712 / 1672       
    @aom_elderscrolls: I have a trigger disabling effect/condition that works differently than perp's that might be more useful. It is made of two conditions/effects. One is the 'remote control bomb' the other is the command that sets that 'bomb' (so to speak). so you can put this condition in any amount of triggers that you want and give it a 'detonate code'. Then you use the detonate effect and specify the code and every trigger with that 'remote control bomb' condition in it that has that code will be disabled (even looping triggers). This way you can make as many groups as you want and can disable these groups with a single effect. Let me know if you are interested.

    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
    perpetual_n00b
    Immortal
    posted 27 July 2011 06:05 PM EDT (US)     713 / 1672       
    @ sartez

    You can use Camera Cut Unit in a looping trigger to get the camera to follow a moving unit.

    <Effect name="Camera Cut Unit">
    <Param name="UnitCut" dispName="$$19160$$Unit" varType="unit">default</Param>
    <Command>uiLookAtUnitByName("%UnitCut%");</Command>
    </Effect>

    If you need to change the pitch/zoom then you can use the more complex Camera Cut Oboe

    <Effect name = "Camera Cut Oboe">
    <Param name="SrcObject" dispName="Object" varType="unit">default</Param>
    <Param name="Psi" dispName="Heading" varType="string">0.0</Param>
    <Param name="Theta" dispName="Pitch" varType="string">0.0</Param>
    <Param name="Phi" dispName="Roll" varType="string">0.0</Param>
    <Param name="Zoom" dispName="Zoom" varType="string">50.0</Param>
    <Command>trQuestVarSet("xx", Math_cos(%Theta%*PI/180.0)*Math_cos((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trQuestVarSet("xy",-1.0*Math_sin(%Theta%*PI/180.0));</Command>
    <Command>trQuestVarSet("xz",-1.0*Math_cos(%Theta%*PI/180.0)*Math_sin((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trQuestVarSet("yx", Math_cos(%Phi%*PI/180.0)*Math_sin(%Theta%*PI/180.0)*Math_cos((%Psi%-90.0)*PI/180.0)+Math_sin(%Phi%*PI/180.0)*Math_sin((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trQuestVarSet("yy", Math_cos(%Phi%*PI/180.0)*Math_cos(%Theta%*PI/180.0));</Command>
    <Command>trQuestVarSet("yz",-1.0*Math_cos(%Phi%*PI/180.0)*Math_sin(%Theta%*PI/180.0)*Math_sin((%Psi%-90.0)*PI/180.0)+Math_sin(%Phi%*PI/180.0)*Math_cos((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trQuestVarSet("zx", Math_sin(%Phi%*PI/180.0)*Math_sin(%Theta%*PI/180.0)*Math_cos((%Psi%-90.0)*PI/180.0)-Math_cos(%Phi%*PI/180.0)*Math_sin((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trQuestVarSet("zy", Math_sin(%Phi%*PI/180.0)*Math_cos(%Theta%*PI/180.0));</Command>
    <Command>trQuestVarSet("zz",-1.0*Math_sin(%Phi%*PI/180.0)*Math_sin(%Theta%*PI/180.0)*Math_sin((%Psi%-90.0)*PI/180.0)-Math_cos(%Phi%*PI/180.0)*Math_cos((%Psi%-90.0)*PI/180.0));</Command>
    <Command>trVectorQuestVarSet("dirx", xsVectorSet(trQuestVarGet("xx"),trQuestVarGet("xy"),trQuestVarGet("xz")));</Command>
    <Command>trVectorQuestVarSet("upy", xsVectorSet(trQuestVarGet("yx"),trQuestVarGet("yy"),trQuestVarGet("yz")));</Command>
    <Command>trVectorQuestVarSet("rightz", xsVectorSet(trQuestVarGet("zx"),trQuestVarGet("zy"),trQuestVarGet("zz")));</Command>
    <Command>trVectorQuestVarSet("camposit",kbGetBlockPosition("%SrcObject%")-trVectorQuestVarGet("dirx")*%Zoom%);</Command>
    <Command>trCameraCut(trVectorQuestVarGet("camposit"),trVectorQuestVarGet("dirx"),trVectorQuestVarGet("upy"),trVectorQuestVarGet("rightz"));</Command>
    </Effect>
    Note: You must use the Trigger Loader for Camera Cut Oboe to work
    aom_elderscrolls
    Mortal
    posted 28 July 2011 00:58 AM EDT (US)     714 / 1672       
    @Elrich
    Hmm.. sounds interesting I think will play around with that, although I've already went through the triggers on my first scenario for 'disabling triggers' and not sure if Ill use it on the first one, but sounds like a much simpler alternative than putting all these 'Disable Trigger' effects... (which dont always work...)

    @sartez
    from what I got from noob's post a simpler way of doing this (as im using this in my project) is to download the 'New X Editor 3' and use the camera editor where you can change the pitch in a camera track, and still use the camera cut to unit effect (on loop). Once the pitch is set, it'll keep the same pitch and keep the screen focused on your specified unit.

    [[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 07-28-2011 @ 01:04 AM).]

    Elrich
    Hero
    posted 28 July 2011 10:25 AM EDT (US)     715 / 1672       
    I didn't have time after work to dig up that effect I made. I'll try to do it tonight and yeah, it can be difficult to disable a looping trigger because it has to be disabled from a trigger that was created before the one to disable was. My effect doesn't have this problem.

    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 28 July 2011 11:49 AM EDT (US)     716 / 1672       
    @Elrich
    Yeah, I think ill wait till you have those effects ready until I continue.
    So all you do is put an effect in all the triggers that you want to be disabled called 'bomb effect (or watever)'
    Then when you want all those triggers to be disabled you put an effect called 'set off bomb (or watever)' and all triggers with the 'bomb effect' effect are disabled permanently?

    [[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 07-28-2011 @ 06:04 PM).]

    Elrich
    Hero
    posted 30 July 2011 03:06 PM EDT (US)     717 / 1672       
    @aom_elderscrolls:

    Here is the pair of tools. One is the condition. Add this condition to your trigger(s) that you want to disable. The Activation code is a letter/number code you can use to help name your group. It won't affect the logic of the condition(s) you already have in the trigger already. The other part is the activator Effect. When this effect is executed using an activation code, it will disable ALL triggers that have the condition with the same code set. This will disable LOOPED triggers as well. The great thing about this tool is that once you disable a group of triggers using it, you and renable the triggers again (FIRE EVENT) and re-disable them again over and over again. (this is because when the condition knows it is supposed to deactivate its trigger, it then resets deactivate command so it can be done again).
    <CONDITION name="EL Disable Looping Trigger Tool" >
    <Param name="effid" dispName="Activation code (for activator)" varType="string">default</Param>
    <Command>if (trQuestVarGet("eldlte%effid%")==1) {</Command>
    <Command>xsDisableSelf();</Command>
    <Command>trQuestVarSet("eldlte%effid%",0);</Command>**don't include this line
    <Command>return;}</Command>
    </CONDITION>

    <EFFECT name="EL Disable Looping Trigger Activator" >
    <Param name="effid" dispName="Activation code (from tool)" varType="string">default</Param>
    <Command>trQuestVarSet("eldlte%effid%",1);</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

    [This message has been edited by Elrich (edited 08-03-2011 @ 09:18 AM).]

    aom_elderscrolls
    Mortal
    posted 30 July 2011 04:44 PM EDT (US)     718 / 1672       
    @Elrich
    Incredible work bro. Ima get start using these asap, will speed up production time fairly nicely rather than trying different countless combinations of diable trigger effects to stop the bloody triggers,
    Thank you so much again,

    EDIT:
    New Effect needed, I know this effect exists but Im needing a 'unit(s) wander within certain permiter' So the units sourced will wander (walk) randomly and at random times to a random point within a certain distance. (So they stay in the same general spot, but instead of being lifeless standing there they'll walk around some)..
    I can do this without this effect, it just takes alott of triggers and alott of lagg.

    [[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 07-30-2011 @ 05:50 PM).]

    Dekudude
    Mortal
    posted 30 July 2011 11:34 PM EDT (US)     719 / 1672       
    I have a request.

    Name - Change Building Limit
    Description - Changes the limits on build count.
    Example - Right now, you can only have 10 houses, but this trigger would allow you to change that limit to 5, or 20, or 999, etc. It would also work on all other buildings, such as fortresses, and the rest.

    Any chance of this being possible?

    [This message has been edited by Dekudude (edited 07-30-2011 @ 11:41 PM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 31 July 2011 00:46 AM EDT (US)     720 / 1672       
    There's something in "Modify Protounit" that can do that for you.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Glen654
    Mortal
    posted 31 July 2011 00:51 AM EDT (US)     721 / 1672       
    NICE

    Proud Trigger Artist and Map Designer for
    ~Mythic Studios~
    L33TSkillz
    Mortal
    posted 31 July 2011 02:03 AM EDT (US)     722 / 1672       
    Modify Protounit.

    EDIT: I must have had this page open for quite a long time to be ninja'd by over an hour.

    [This message has been edited by L33TSkillz (edited 07-31-2011 @ 02:03 AM).]

    aom_elderscrolls
    Mortal
    posted 31 July 2011 02:11 PM EDT (US)     723 / 1672       
    Nvm on my trigger request, i downloaded a few trigger packs.

    EDIT:
    I do have a question though, in my best attempts to eliminate any lag issues im using several steps. The major one being using Elrich's trigger disabling to disable all triggers that become pointless at a certain point in the game. Also, im wonddering if deleted all units (Trees and all) across half the map (it gets blocked off after you hit a certain point, and never gets visited again, would lower the games processing info and in turn decrease any possible lag.
    To do this I need a simple trigger, that I couldnt get from the packs, simple 'Destroy Units In Area'. You set the perimeter of how far it needs to reach out and destroy all units (TREES and all) players 0-12.
    This would help would it not, and if so, anybody got the trigger effect?

    EDIT2:
    @Elrich
    Your effects/conditions do not work at all, the ones you gave me to disable triggers. Im using them like so,,

    Name-Trigger I want disabled
    Condition-Timer 100 seconds (example) and Condition disable you gave me code= "1"
    Effect- 'music filename' (example)

    Name-Later Trigger
    Condition-Always (example)
    Effect- effect you gave me to disable code= "1"

    Is never works though, any advice??

    [[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 07-31-2011 @ 08:46 PM).]

    Elrich
    Hero
    posted 02 August 2011 01:57 PM EDT (US)     724 / 1672       
    Hmm sorry I didn't check this thread this weekend. I'll play with them tonight and see.

    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 02 August 2011 03:15 PM EDT (US)     725 / 1672       
    @Elrich
    I was just coming here to update after I played around with disabling triggers.
    It turns out your trigger set works ONLY for looping triggers, not other triggers however.
    I used a 'Disable Multiple Triggers' effect to disable all the triggers I needed, but it failed to disable the looping triggers, so, in turn, I used your trigger set to atleast disable the looping ones.

    It'd be nice, though, if you could somehow make your triggers work where they disable ANY type of trigger.
    Thanks,

    EDIT:
    Also, is there any effect such as 'Lock current Camera pitch (and zoom level)' So when a save is loaded it will stay at a certain pitch instead of resetting, and cn be disabled via 'Disable Trigger' if need be during cinematics?

    At the moment I have it where upon loading, to return to my music and camera settings you have to type a simple command (which your given several times to avoid confusion) to return to the normal game mode.

    [[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 08-02-2011 @ 03:20 PM).]

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