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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:
    Mister SCP
    Scenario Reviewer
    posted 01 September 2011 02:50 PM EDT (US)     776 / 1672       
    a function must be defined before you can use it. Therefore the typeloader needs to be CREATED before


    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
    Jelmer
    Mortal
    posted 01 September 2011 03:54 PM EDT (US)     777 / 1672       
    but how can that be the thing as other triggers that require it DO work?

    And the trigger with the trigger loader IS created before the trigger with the quest set string, so the function is defined before I use it, right? (sounds logical to me)
    invent00r
    Mortal
    posted 01 September 2011 05:25 PM EDT (US)     778 / 1672       
    So QV Strings are somewhat useful, cool .

    If you want to use special chars you can. You just need to type \\ if you want a \ and \" if you want ".
    As far as your problem is concerned Jelmer, what Elrich and perpetual_n00b is true and should had fixed it. Playtest your scenario and upload the trigtemp.xs somewhere in the web and link us to it so we can debug whats happenning.
    -invent00r

    My Work: 1 2 3 4 5 6 7 8 9 10

    WIP: Master XS Battle Micro AI
    Paused: AI (%4.247)
    Os segredos são de quem os souber guardar.
    Elrich
    Hero
    posted 01 September 2011 11:09 PM EDT (US)     779 / 1672       
    Wow reunion thread!

    *bows to invent00r*

    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 02 September 2011 03:30 AM EDT (US)     780 / 1672       
    Altough it still doesn't make any sense to me it works now.
    So thanks a lot all of you, and sorry for being a difficult "customer" but thats what I am.

    You really helped me so thak you all!
    mr bigfart
    Mortal
    posted 05 September 2011 11:33 PM EDT (US)     781 / 1672       
    Is there a way to turn a normal unit into a hero(so that if they die they stay where they died and can be regenerated?
    Glen654
    Mortal
    posted 06 September 2011 00:04 AM EDT (US)     782 / 1672       
    no there is not, and no this is not the proper thread for that question.

    You should also have read the commonly asked questions before asking it.

    There are a few advanced techniques you can do to accomplish the effect, but it may limit other gameplay.

    Proud Trigger Artist and Map Designer for
    ~Mythic Studios~
    Elrich
    Hero
    posted 06 September 2011 01:04 AM EDT (US)     783 / 1672       
    mr. big fart. You can use the change unit type effect to change the dead unit to a hero, but once you do, someone can resurrect that unit if they are on the same team like when you revive a hero.

    In all your science of the mind, seeking blind through flesh and bone
    Find the blood inside this stone
    Well, I know I've never shown what I feel, I've always known
    I plan my vengeance on my own - and I was always alone
    Barnack
    Mortal
    posted 11 September 2011 07:52 AM EDT (US)     784 / 1672       
    please, perpetual_n00b, are you able to create the effect that i've request?
    If is possible with different effects, is also possible put all in the same effect, but i'm not able to do this.
    : (
    perpetual_n00b
    Immortal
    posted 12 September 2011 07:37 AM EDT (US)     785 / 1672       
    please, perpetual_n00b, are you able to create the effect that i've request?
    If is possible with different effects, is also possible put all in the same effect, but i'm not able to do this.
    : (
    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)
    Something like that is possible to put in a single effect although it's a little complicated using multiple rules to allow for the timer.

    If I can find the time, I will try to make it.

    However, generally, if I want to have a re-spawning enemy that grants resources I would have use existing effects and separate the re-spawning and resource granting into different parts.

    For re-spawning, I would put the unit(s) in an army, check if they're dead, if they are then deploy new units after a timer.
    Trigger - Respawn_Check
    [x] Active
    [x] Loop
    [_] Run Immediately
    Priority = Medium

    Condition
    Army Is Dead

    Effect
    Fire Event - Respawn_Army

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

    Condition
    Timer

    Effect
    Army Deploy

    You will need to do this trigger for each unit or group of units.

    A good thing about having units in armies is that it is easier to do things like get them to patrol an area

    For granting resources for kills, set a QV based on the stat Units Killed Cost, compare that to a QV that stores what you have already granted, grant the difference and update the QV that stores what has been granted.

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

    Condition
    Timer - Seconds = 1

    Effects
    QV Set Stat Value
    Var = KillCost
    Player = 1
    Stat = Units Killed Cost

    Quest Var Modify 2
    Var = KillCost
    Operator -
    Var = Granted

    QV Grant Resources
    Player = 1
    Resource = Gold
    Var = KillCost

    Quest Var Modify 2
    Var = Granted
    Operator +
    Var = KillCost

    There are other ways to do this as a lot of people use similar methods for levelling but this one is fairly simple and straightforward.

    Basing it off Unit Killed Cost allows you to grant different resources for different protounits and you can change how much is granted by modify the cost of the units using Modify Protounit.

    Some effects you might need:

    <Effect name="QV Set Stat Value">
    <Param name="QVName" dispName="Var Name" VarType="string">QV1</Param>
    <Param name="PlayerID" dispName=" Player" VarType="string">0</Param>
    <Param name="StatID" dispName="$$23856$$Stat Type" VarType="kbstat">0</Param>
    <Command>trQuestVarSet("%QVName%", trGetStatValue(%PlayerID%, %StatID%));</Command>
    </Effect>

    <Effect name="QV Grant Resources">
    <Param dispName="$$22301$$Player" name="PlayerID" varType="player">0</Param>
    <Param dispName="$$22455$$Resource" name="ResName" varType="resource">food</Param>
    <Param VarType="string" dispName="$$23952$$Var Name" name="QVName">QV1</Param>
    <Command>trPlayerGrantResources(%PlayerID%, "%ResName%", trQuestVarGet("%QVName%"));</Command>
    </Effect>
    Barnack
    Mortal
    posted 13 September 2011 02:59 PM EDT (US)     786 / 1672       
    waiting expectantly your work. for now, i use tiggers you've submitted. It's a hard work for a map 2000X2000 full of enemyes...
    Lewonas
    Mortal
    posted 14 September 2011 07:05 AM EDT (US)     787 / 1672       
    I want to request two effects:

    Name - SAVE GAME
    Description - Saves the game.
    Example -

    Trigger
    Active

    Condition: timer = 50 seconds

    Effect: SAVE GAME
    name = test

    ------

    The game will be saved as "test" after 50 seconds. This effect can be used multiple times but will overwrite the "test" file.

    Name - LOAD GAME
    Description - Loades a saved game.
    Example -

    Trigger
    Active

    Condition: timer = 50 seconds

    Effect: LOAD GAME
    name = test

    -------

    Loades the saved game called "test" after 50 seconds.

    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%]
    Mister SCP
    Scenario Reviewer
    posted 17 September 2011 05:14 PM EDT (US)     788 / 1672       
    I'm kinda sorry answered to the wrong page :/

    however:

    saving games:

    Use XS User Code 6

    insert

    saveGame("MyGameName");

    loading games

    Use XS User Code 6

    insert

    loadGame("MyGameName");


    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 09-17-2011 @ 05:34 PM).]

    Lewonas
    Mortal
    posted 18 September 2011 08:30 AM EDT (US)     789 / 1672       
    Wow.. I didn't expect it to be that simple.

    Thanks.

    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%]
    Kwene
    Mortal
    posted 19 September 2011 05:35 AM EDT (US)     790 / 1672       
    I have seen the trigger "is type" on many differnt scenrios If possible can you link me to a page were I can download it?

    _.,-=~+"^'`*Kwene*`'^"+~=-,._
    Castiel: "What would you rather have, peace...or freedom?"
    1812 Overture Tchaikovsky
    Anime List <- Suggestions welcome Via: Pm or InGame
    My Skills were passed down the Armstrong line for Generations
    Elrich
    Hero
    posted 19 September 2011 02:57 PM EDT (US)     791 / 1672       
    Kwene: could you be more specific? or just tell us what you are trying to do.

    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
    Eurotool
    Hero
    posted 19 September 2011 07:21 PM EDT (US)     792 / 1672       
    @Kwene This trigger checks if the selected unit is a certain type of protounit, I guess that's what you're searching for.
       <Condition name="Is Type">
    <Param name="Obj" dispName="$$22314$$Source Unit" VarType="unit">default</Param>
    <Param name="ProtoUnit" dispName="$$19160$$Unit" VarType="protounit">default</Param>
    <Command>for(oP=xsGetContextPlayer();>oP+1){}trUnitSelectClear();</Command>
    <Command>for(result=0;>1){}trUnitSelect("%Obj%");for(p=12;>0){ if (trUnitIsOwnedBy(p)) break; }</Command>
    <Command>if (p!=-1) {xsSetContextPlayer(p);</Command>
    <Command>result = kbUnitIsType(kbGetBlockID("%Obj%"), kbGetProtoUnitID("%ProtoUnit%"));</Command>
    <Command>xsSetContextPlayer(oP);}</Command>
    <Expression>result == 1</Expression>
    </Condition>

    Ranfeld
    Mortal
    posted 03 October 2011 00:14 AM EDT (US)     793 / 1672       
    Could some please make this for me.

    Name:Gadget Visible

    DescriptionA trigger that fires an event when a gadget is visible.
    Barnack
    Mortal
    posted 04 October 2011 02:41 PM EDT (US)     794 / 1672       
    what do you mean with "when a gadget is visible"?
    If you mean when an invisible target is in los of a unit, it works also with "visible to playar", also if your eyes cannot see it (it's fo the game an object pratically without model and texture in game, but it exists)
    perpetual_n00b
    Immortal
    posted 04 October 2011 03:12 PM EDT (US)     795 / 1672       
    Barnack, gadgets are things like the Minimap and Chat Window which you can turn on/off, but sorry Randfeld I'm not sure how to detect if they're already on or not.
    Black Euroqueb
    Mortal
    posted 04 October 2011 07:33 PM EDT (US)     796 / 1672       
    If he means to see if a gadget you active by the editor (e.g. Minimap) is shown, there would be a very simple way to detect it. I once made a trigger that shows minimap with an [ON/OFF] parameter, instead of a simple toggle. I used a QV to check if map was already on or off.

    By making a condition that checks everything after you added these on/off triggers, we should be able to see if one is shown or not.


    ( σяυɘ ϙυє )﴿

    ʸᵒᵘᵗᵘᵇᵉ ˡˡʳʸ
    Ranfeld
    Mortal
    posted 04 October 2011 11:27 PM EDT (US)     797 / 1672       
    Is it possible to use the commands gadgetReal/gadgetUnReal?

    @Black Euroqueb
    I fear that solution would not work for what I want to do.
    nottud
    Mortal
    posted 09 October 2011 09:06 AM EDT (US)     798 / 1672       
    Could some please make this for me.

    Name:Gadget Visible

    DescriptionA trigger that fires an event when a gadget is visible.
    I swear such a condition already exists... It is a normal condition which you could add a fire event effect.

    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.
    Ranfeld
    Mortal
    posted 09 October 2011 04:53 PM EDT (US)     799 / 1672       
    I have been unable to find such a condition so far.
    TAG
    That AoM Guy
    (id: aom expert)
    posted 09 October 2011 05:41 PM EDT (US)     800 / 1672       
    Yeah I've heard of that. I think it's in one of the trigger packs around aomh.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
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