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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:
    Ranfeld
    Mortal
    posted 14 August 2011 08:39 PM EDT (US)     751 / 1672       
    @Nottud
    I think it is one of those messy areas where the slution will depend on what you want to do but there is no generic good way of doing it.
    For a while now I have been trying to find an easy way to store QV for use on other maps. Here are some of the methods I have experimented with.

    Lighting:You can set the lighting from qv's but you can't set qv from the lighting. Also lighting files don't register until you restart the game.

    Copy/Paste Triggers: This method works surprisingly well since it can copy the current triggers with all the current variables and etc. The shortcoming is that it deletes the existing triggers.

    Copy/Paste Units:This is the only working method I have found so far. The con is that since you can't copy more then 30 units at a time or copy units to individual clipboards the method is difficult to work with when you have a large number of variables.

    Camera Cut:Camera cuts as you mentioned earlier can be transfer between maps, and there is no limit to how many you can save. The method would be ideal if it were possible to set QV from the angle,roll,and rotation of the camera. It is possible to utilize object visible to player but it could get a little awkward with different sized maps.

    Camera Tracks: As far as I know camera tracks are transferable between maps. I haven't experiment with them yet but they may have potential.

    Modding: There may be some way to mod the game to allow QV to be transferred between maps but as of yet I have not found one.

    Well that's the limit of my ken. Any ideas or suggestions?

    [This message has been edited by Ranfeld (edited 08-14-2011 @ 08:40 PM).]

    nottud
    Mortal
    posted 20 August 2011 10:13 AM EDT (US)     752 / 1672       
    Other transferable things are game changing configs but I don't know any decent ones to use. Copying and pasting units seems the way forward. You can copy up to 30 units of 801 different types of up to 13 different players. Using camera cuts as well you can make the unit deploy in a certain place exactly a certain place no matter the cursor position. (Use a cine block to get an appropriate camera position) This is a trick I used with a lot of my z triggers.

    The boy with the mad imagination
    Prepare for the ultimate duel!
    Learn to use all my triggers and what you can do with them. Visit here.
    Find out and download the transform trigger here.
    Play some minigames I have created outside AOM including some 3D games here.
    Barnack
    Mortal
    posted 26 August 2011 01:42 PM EDT (US)     753 / 1672       
    Now, i know how to edit a rebirth tigger.
    The map i'm editing is 2000x2000, and i want to create a rebirth tigger for all enemyes. But for do this, i need infinite days, and for modify a tigger that i've not create well, I do not know how to find the tigger.
    So, is possible to edit an effect similar to this?

    Condiction: "alwais"
    Effect: "Rebirth effect with resources gain"
    Source unit (the unit that need rebirth)
    Timer (the time need to rebirth the unit)
    Resources gain on/off
    Resource (gold/wood/food/thunder)
    Player (Player that gain resources after kill)
    N'Resurce (the number of resurces gained to player)

    Description:
    The unit is dead. This effect change automatically the unit in to cinematic block, and damge it of -100%. If resource gain is on, the player selected gains the resource selected with the writed amount.
    After end of timer, the cinematic block is changed in the original unit, and damged of -100%.

    Last, after the rebirth, the tigger auto use fire event on he.

    Is this possible???
    L33TSkillz
    Mortal
    posted 26 August 2011 03:23 PM EDT (US)     754 / 1672       
    Pretty sure that's 100% possible using the already ingame conditions and effects but I may be wrong because it's really hard to know what you're trying to say.

    Nvm did just read some wrong. You need to use some unit search effects of which there are several types.

    [This message has been edited by L33TSkillz (edited 08-26-2011 @ 03:24 PM).]

    aom_elderscrolls
    Mortal
    posted 26 August 2011 06:18 PM EDT (US)     755 / 1672       
    Jesus, 2 month power outage. that was an ordeal lol. Anyways I've been hard at work, still on the first scenario of my TES campaign. Its already at 1000kb size. Anyywwayyys..
    I was needing to know a few things here.
    I was applying (or trying) animations to units during my cinematics, but it seems only a select few units' animations work. Like the transport ship, and hoplite work. But nooo other unit will work for me. Do only a select few unit animations work?
    Also I need a trigger, that is simply an effect of 'change player god' so lets say you start out as zeus, you can put an effect that changes it to hades if you wanted.
    Thanks guys!

    [[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-
    Madsen
    Mortal
    posted 27 August 2011 05:57 AM EDT (US)     756 / 1672       
    For some reason, this effect doesn't work correctly. It doesn't create a trigger lock but just don't do anything.

    <Effect name="Army Garrison in Units in Area">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
    <Param name="PlayerID" dispName="$$22444$$From Player" VarType="long">1</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
    <Command>for(Qid=0;>1){}</Command>
    <Command>for(result=0;>1){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, false);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>

    <Command>result = kbUnitQueryExecute(Qid);</Command>
    <Command>trChatSendSpoofed(1, "Found "+result+" units");</Command>

    <Command>trUnitSelectClear();</Command>
    <Command>trArmySelect("%SrcArmy%");</Command>
    <Command>trUnitGarrison("kbUnitQueryGetResult(Qid,0)",%EventID%);</Command>
    </Effect>


    It is supposed to garrison an army inside a building in the area. I have even included some sord of "echo", and it says it found 1 unit, but nothing happends after that.

    Check out my Scenario AI 1.4 and my
    Total Aggressive AI (targets different units and prioritize them).
    Mister SCP
    Scenario Reviewer
    posted 27 August 2011 10:34 AM EDT (US)     757 / 1672       
    had just a quick view at it hope it helps
    <Effect name="Army Garrison in Units in Area">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
    <Param name="PlayerID" dispName="$$22444$$From Player" VarType="long">1</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
    <Command>for(Qid=0;>1){}</Command>
    <Command>for(result=0;>1){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, false);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>

    <Command>result = kbUnitQueryExecute(Qid);</Command>
    <Command>trChatSendSpoofed(1, "Found "+result+" units");</Command>

    <Command>trArmySelect("%SrcArmy%");</Command>
    <Command>trUnitGarrison(""+kbUnitQueryGetResult(Qid,0),%EventID%);</Command>
    </Effect>

    1.trUnitSelectClear is not required if you select an army
    2. ""+kbUnitQueryGetResult(Qid,0) is different to "kbUnitQueryGetResult(Qid,0)". The first one tells the game

    a number (e.g. 10 -> "10")

    the second one tells the game
    kbUnitQueryGetResult(Qid,0) ->"kbUnitQueryGetResult(Qid,0)"
    if you use variables OR effects in the string you need to keep attention for it


    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 08-27-2011 @ 10:37 AM).]

    Zenophobia
    Irrational Fear
    posted 28 August 2011 06:54 PM EDT (US)     758 / 1672       
    Is fighting

    Basically a condition about a unit fighting or not.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    SwordOfValor
    Knight
    posted 28 August 2011 07:49 PM EDT (US)     759 / 1672       
    You could just use Unit action id.:P

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    Zenophobia
    Irrational Fear
    posted 28 August 2011 08:00 PM EDT (US)     760 / 1672       
    don't have that.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    aom_elderscrolls
    Mortal
    posted 31 August 2011 07:11 PM EDT (US)     761 / 1672       
    Needing a trigger effect that chanegs 'player major god' so it'll change your civ with an effect,

    [[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-
    BSU_DoLhades
    Mortal
    posted 01 September 2011 05:48 AM EDT (US)     762 / 1672       
    lol

    use set tech status, but the god you start off with will always have their textures activated, but you will go along the tech tree of the new god:

    Set Tech Status: (Starting god, say Ra)
    Age 1 Ra
    Inactive (Or whatever the thing is :P)

    Set Tech Status: (New god, say Hades, cos lets worship me )
    Age 1 Hades
    Active

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    Jelmer
    Mortal
    posted 01 September 2011 06:55 AM EDT (US)     763 / 1672       
    I have a small problem when I use the effect: "quest set string" I get a trigger block, I just keep the string name to S1 and filled in the text, without any special characters: ,./<>?'\"|[]{}-_)(*&^%$#@!

    Does anyone know what the problem might be?
    Elrich
    Hero
    posted 01 September 2011 09:10 AM EDT (US)     764 / 1672       
    Is that a trigger loader effect? and do you have it added to your scenario?

    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
    Jelmer
    Mortal
    posted 01 September 2011 09:25 AM EDT (US)     765 / 1672       
    In the trigger name I dont see a TL, so I guesss it doesn't use it. And if it does, I HAVE trigger loader active so that can't be the problem.
    Elrich
    Hero
    posted 01 September 2011 09:29 AM EDT (US)     766 / 1672       
    why don't you paste the code of the trigger (I don't think i have it here at work) and I can take a look at it. If you could paste that part of your trigtemp.xs file (in my docs...trigger2) that would be even better.

    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
    Jelmer
    Mortal
    posted 01 September 2011 09:35 AM EDT (US)     767 / 1672       
    Coming up in a minute
    Jelmer
    Mortal
    posted 01 September 2011 09:38 AM EDT (US)     768 / 1672       

    //==============================================================================
    // TEST TRIGGER SCRIPT
    //==============================================================================


    void main(void)
    {
    }

    rule _Trigger_268
    highFrequency
    active
    runImmediately
    {
    bool bVar0 = (true);


    bool tempExp = (bVar0);
    if (tempExp)
    {
    trMessageSetText("It works, if you dont ssee this it doesnt work", -1);
    trStringQuestVarSet("S1", "pleas work man");
    xsDisableRule("_Trigger_268");
    trEcho("Trigger disabling rule Trigger_268");
    }
    }

    Also put in a message as you see, so I could see if it did anything or not, well the message did not show up so, that means, trigger block.

    I hope you can do something with this!
    Elrich
    Hero
    posted 01 September 2011 10:13 AM EDT (US)     769 / 1672       
    here's my guess:
    that is trigger 268 which is the first trigger created (why outreach is reach268 btw), so did you add the trigger loader AFTER creating this trigger because it needs to be at the beginning of the trigtemp.xs file so code after it can use functions declared.

    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
    Jelmer
    Mortal
    posted 01 September 2011 10:22 AM EDT (US)     770 / 1672       
    *oops*
    This was just a new blank sceanrio so i could copy the code, I didn't think of the trigger loader. But that can't be the problem as I do use it in the sceanrio where it tried it fist.

    Do you want me to past that code here?
    perpetual_n00b
    Immortal
    posted 01 September 2011 10:43 AM EDT (US)     771 / 1672       
    Quest String Set definitely requires you to use Activate Trigger Loader as that is where the function trStringQuestVarSet is defined.

    Make sure to put Activate Trigger Loader in a trigger created before any trigger that uses it. Ideally it would go into the first trigger by itself.

    If it's not in the first trigger then I recommend you use the Trigger field in the Fire Event effect to find which is the first/earliest trigger created as it lists the triggers in order of creation. Then you just make a copy of that trigger and change the original trigger to have Activate Trigger Loader.
    Elrich
    Hero
    posted 01 September 2011 10:56 AM EDT (US)     772 / 1672       
    Hey Perp!
    What Perp said.

    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
    Jelmer
    Mortal
    posted 01 September 2011 11:05 AM EDT (US)     773 / 1672       
    Make sure to put Activate Trigger Loader in a trigger created before any trigger that uses it. Ideally it would go into the first trigger by itself.

    I am sure of that as other trigger that DO require the trigger loader like your trigger that makes the player type something and then stores it as a string, works.

    So I don't think that the trigger loader has to do with the problem.

    And the trigger with the trigger loader is the first, it fires the rest. (To make sure the rest happens after it)
    perpetual_n00b
    Immortal
    posted 01 September 2011 11:23 AM EDT (US)     774 / 1672       
    Hey Crabman! Hey Elrich!
    the trigger with the trigger loader is the first, it fires the rest.
    Just to confirm, it's in the first trigger created not the first trigger activated? If it's not the first trigger to appear in the Fire Event trigger list, then it's not in the first/earliest trigger and you need to change it. AoM parses the triggers in order of creation, so even if you activate triggers from the trigger that activates the trigger loader, if they were created beforehand then to AoM they are using un-defined functions and will cause trigger lock.

    If it definitely is the first trigger, there is a couple of things you do to narrow down the problem.

    1) Create a test scenario with these triggers:

    Trigger 1 - High Priority, Run Immediately
    Activate Trigger Loader

    Trigger 2 - Medium Priority
    Quest String Set - S1, Text = whatever you have in the real scenario
    Send Chat With QV String - String Name = S1

    If that works, you know your string is ok and your copy of the Quest String Set effect works.

    2) What happens when you remove the Quest String Set effect from your trigger locked scenario? Does the lock go away?

    [This message has been edited by perpetual_n00b (edited 09-01-2011 @ 11:36 AM).]

    Jelmer
    Mortal
    posted 01 September 2011 11:56 AM EDT (US)     775 / 1672       
    I am not sure if it is the first CREATED trigger, but other effects that require it do work so can it be the thing?

    And yes when I remove the effect, the trigger lock goes away. Its the only way I know to find out which trigger has the block, save, remove, and test...

    I'm not on my computer right now, but when I am ill create that test scenario as you said.

    - Jelmer
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