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Topic Subject:Have a Question? Post it here!
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Out Reach
Mortal
(id: newreach268)
posted 28 September 2015 03:38 PM EDT (US)         



Got a question? Need an answer?
Here is a list of common questions concerning AoM.





FAQ


Upon playtesting a scenario in the editor, I lose within the first five seconds!
Easy to fix. Simply click on the "Scenario" tab in the editor, click on "Scenario Data" and uncheck the check box next to "Use victory conditions". Alternatively, you can place a unit of yours somewhere on the map, then place an enemy unit somewhere else on the map as well.

How come it seems like some units are missing in the list of protounits on a trigger?
To find out the proto name of a unit, have it selected in the editor and click on the "Cinematics" tab, then click "View animations." For a shortcut, just select the unit and press Alt+A.

How do I make units larger or smaller?
This is for The Titans users only. To enlarge a unit, select it and hold "K" on your keyboard. To make the unit smaller, hold "Shift + K".

How can I change the stats (attack/health/etc.) for a unit?
Easy. If you're a Titans user you can find the two triggers called "Modify Protounit" and "Set Tech Status". If you're running regular AoM, you will only have "Set Tech Status" available. You can set unit attributes with both these triggers.

How can I make units regenerate health?
First create a new trigger. Check the Active and Loop boxes. Pull the Priority cursor all the way to the right. Create a new condition Is Alive, select and set your desired unit. Add a condition Timer with a value of 1. Finally, add a Damage Unit effect, select your desired unit again and set the value to -1.

How can I have over 300 population?
Use the Modify Protounit effect to make a protounit have a population cost of a very extremely high number, like 999999999.0 . Make sure that it is a protounit that you can't normally get in-game by yourself. Then just place two of them somewhere on the map, and they will make the population for that player go to a negative number, and be infinite.

My triggers have stopped working!
Using Run immediately, quotations in chats, linking camera tracks, sound timers and decimals in conditions like timer and distance to unit affect this. If you are unsure about what the source is, outline what you did, and we can help.

The computer players aren't acting like computer players should!
You need to set AI for them. In the editor, click the "Scenario" tab, then "Player Data". There will be a button all the way to the right of the player slot to set the AI. It is reccomended you choose one of the "default" ais such as aomdefaultai.xs for AoM Vanilla, or aomxdefaultai.xs for The Titans.

I've seen people do these crazy camera angles that I can't seem to figure out how to do! Help!
A common question. Your camera must be unlocked and working first. It should be already by default. If it's not, press "Shift + Alt + C" to unlock it. To change the pitch of the camera, press "A" and "Z" or "Ctrl + Up Arrow" and "Ctrl + Down Arrow" on your keyboard to go up and down.

How do I add sound and dialogs in a scenario?
Like the dialogs in the campaigns, you can use the trigger effect "Play Dialog" to display text while on Cinematic Mode. You can type a text, include a sound, and a small image (portrait) "Sound filename" is a similar trigger effect, but not the main one used.

How can I give units animations like they do in the campaigns?
Select the unit in the editor, click on the "Cinematics" tab, then click "View animations." In the "Type" tab, find and click "Cinematic". In the "Anim Path:" tab is a list of animations that you can view for sampling. When you find the one you want, you can use its name with the "Set animation" trigger effect and be able to use it in-game.

Practical Guides
Scenario Design Library Articles
Scenario Design Dictionary
Shuch_ya_mouf's Ultimate Trigger Guide
Paperfriend's List of Guides
Making Quality Scenarios: Triggers
Making Quality Scenarios: Eyecandy
Nottud's Guide to the transform trigger
Campaign Dialogue List

Thread credits: Paperfriend + Yeebaago0on (FAQ), Eurotool (design), CeaseDaFire (maintenance), Reach (OP) 


Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by Out Reach (edited 01-22-2019 @ 10:12 AM).]

AuthorReplies:
Zenophobia
Irrational Fear
posted 05 October 2015 10:36 AM EDT (US)     26 / 678       
i would recommend EE just because the expansion is coming out soon

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
TAG
That AoM Guy
(id: aom expert)
posted 05 October 2015 11:43 AM EDT (US)     27 / 678       
I know the EE has "better" graphics and a bigger screen for cinematics
We'll technically you can change the resolution of tt to whatever you want with a custom file, but I think by default yes you can see more. And the ee graphics make for beautiful cinematics if you're going for detail. Ex.
Also, is the editor in EE about the same as in AOMX in terms of designing? Or are there improvements?
I find it easier to design in the tt editor simply because the ee can have some moderate delay/lag if your machine isn't up to date. Alot of RAM is needed for the ee to run smoothly. Of course if you make a scenario in tt it can still run in ee.
As far as improvements in the ee there is no difference, none that can aid in a simple cinematic. There is one small feature called debug i believe, but i doubt it'll ever be used.

So here's my verdict: Design in tt, watch in ee. If you release it to youtube, it'll look better in ee, and may even encourage people to buy the ee, which is always a good thing.

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

[This message has been edited by CeaseDaFire (edited 10-05-2015 @ 11:45 AM).]

Anraheir
Mortal
posted 05 October 2015 02:28 PM EDT (US)     28 / 678       
Thanks for the input dudes! I'll probably finish designing the scenes in TT and eventually get EE.
Aizamk
Mortal
posted 13 October 2015 10:08 AM EDT (US)     29 / 678       
Assuming this is the correct "question thread" since it's stickied...

Anyway, I'm doing some RMS stuff to do with creating an observer mode in aoe3. Just wondering if anyone in AoM has ever found a way to get AI functions to work in RMS or at least communicate the result in some way.

There's quite a few AI functions in there which would help a lot, particularly

int aiUnitGetTactic(int unitID)
int aiGetLastCollectedNuggetEffect(int playerID)
long aiGetScore(int playerID)

Thanks.

Retired content creator. Experience in custom triggers, xs injection, UI modding, aoe3 in general. I'll probably be back for AoE3: DE if they lack a good observer mode.

The work I'm proudest of:

An advanced observer mode for AoE3 made entirely from a combination of UI modding and xs injection
link to eso-community.net thread
Hammerhands
Mortal
posted 14 October 2015 07:02 PM EDT (US)     30 / 678       
This is just wrong, man! It lists some obscure MMORPG but not the Jotun in AoM?
Loggy
Mortal
posted 14 October 2015 07:15 PM EDT (US)     31 / 678       
Those three AI functions seem to exist only in AoE3. They aren't in ES's "documentation" file, Mythic Freak's documentation or as loose strings in the EE executable. I've no idea what the first two actually do.

As for your question, I know there's some way to call AI functions with triggers (though the function being called must have an int argument as its first, unsure if the function is allowed to have more) but I've never looked into triggering so don't really know how/whether it actually works.

Edit: Communicating the result would be difficult for functions like that. Only thing I can think of is having the AI script cheatcreate otherwise useless unavailable units which triggers look for and remove.

Oh, and I'm half asleep and completely missed a few key points of your question the first time. Ups.

[This message has been edited by Loggy (edited 10-14-2015 @ 07:20 PM).]

Aizamk
Mortal
posted 16 October 2015 05:05 PM EDT (US)     32 / 678       
Thanks for the reply. Having the AI script cheatcreate stuff or tribute to communicate is certainly an option, but yea it's probably not viable for my purposes - plus I'd need to learn how to script AI.

Was hoping for the possibility of a more direct method with triggers, but as you've said, that seems like it's pretty limited.

Retired content creator. Experience in custom triggers, xs injection, UI modding, aoe3 in general. I'll probably be back for AoE3: DE if they lack a good observer mode.

The work I'm proudest of:

An advanced observer mode for AoE3 made entirely from a combination of UI modding and xs injection
link to eso-community.net thread
Kaboom
Mortal
posted 17 October 2015 04:53 PM EDT (US)     33 / 678       
How do I create a proper leveling up system? Also, are there any additional mods I need to do so?
Zenophobia
Irrational Fear
posted 17 October 2015 07:51 PM EDT (US)     34 / 678       
Well that depends. What is the basis for leveling up? (i.e. kills, kill cost) What are the rewards for leveling up? Do you want an infinite leveling system?

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
Kaboom
Mortal
posted 17 October 2015 08:16 PM EDT (US)     35 / 678       
An infinite leveling system.
ind10s
Mortal
posted 18 October 2015 07:26 PM EDT (US)     36 / 678       
hey there, is there a way and if so how could i make the aom campaign read from protox instead of proto file, basicaly playing fall of trident but with the titans expansion changes?
TAG
That AoM Guy
(id: aom expert)
posted 18 October 2015 08:40 PM EDT (US)     37 / 678       
@ind10s I guess the first step would be renaming the protox to proto in the folder if you have a loose one, and if you don't have it extracted extract it obviously, and if it doesn't work extract the data.bar file, rename the protox, and put it back into a bar using this: http://aom.heavengames.com/downloads/showfile.php?fileid=3457

@Kaboom
Quest vars, stat value, and modify protounit. If you have no idea how to use QVs Zeno will fill you in as they can be tricky to get used to, and I haven't had access to AoM in forever so I can't tell you perfectly.

Check out my YouTube
For live help with me, enter this chatroom. If I'm not on you can leave a message.
ind10s
Mortal
posted 19 October 2015 10:59 AM EDT (US)     38 / 678       
thanks a lot CeaseDaFire, that did the trick.
nottud
Mortal
posted 19 October 2015 05:07 PM EDT (US)     39 / 678       
Alternatively save the scenario in the expansion editor then play it.
TAG
That AoM Guy
(id: aom expert)
posted 19 October 2015 05:49 PM EDT (US)     40 / 678       
I was gonna say that but I wasn't sure if that would have made a difference.

Check out my YouTube
For live help with me, enter this chatroom. If I'm not on you can leave a message.
Vospader21
Mortal
posted 19 October 2015 08:18 PM EDT (US)     41 / 678       
Hey what are the building limits for Town Centers, walls, towers, and forts? And how can I raise those limits? I don't want to remove the building limits as all the mods out there allow you to do, I just want to raise them so that I can cover the whole map.

I'm working on a really big map with more settlements than I can count. The map is big enough for 12 players to be comfortable. I raised the population limit to 500. With my houses in tow I would need 20 town centers to reach that. I don't know if I can though. Furthermore, my goal is to conquer every settlement on the map and there are more than 20 settlements. I'm working on the Europa Settlers mod map if anyone is familiar with it.
Kaboom
Mortal
posted 21 October 2015 04:00 PM EDT (US)     42 / 678       
Unless I have access to making an infinite level system -or a system that goes to a certain level, then I cannot proceed with my campaign until I do.

I need the details and I need to know which mods I need.
Zenophobia
Irrational Fear
posted 21 October 2015 04:19 PM EDT (US)     43 / 678       
Quoted from myself:
What is the basis for leveling up? (i.e. kills, kill cost) What are the rewards for leveling up?

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
Kaboom
Mortal
posted 21 October 2015 04:24 PM EDT (US)     44 / 678       
I need a certain amount of gold to be sent to Player 1 after killing certain monsters. This needs to be a continuous process.
Can Of Noodles
Mortal
posted 21 October 2015 07:16 PM EDT (US)     45 / 678       
I have 2 questions:
1. If I've placed a bunch of units down on the map under the wrong player, is it possible to convert all of them to the right player without having to use triggers?

2. How do I prevent a player from invoking a god power in a certain area? Giving a player "Age 1 Isis" as a tech and placing down monuments doesn't seem to work.
TAG
That AoM Guy
(id: aom expert)
posted 21 October 2015 08:15 PM EDT (US)     46 / 678       
1. If I've placed a bunch of units down on the map under the wrong player, is it possible to convert all of them to the right player without having to use triggers?
Omz now this is something I would kill to get. Always wondered if it was a possible function for the new x editor 3.

Check out my YouTube
For live help with me, enter this chatroom. If I'm not on you can leave a message.
Eurotool
Hero
posted 21 October 2015 08:31 PM EDT (US)     47 / 678       
2. How do I prevent a player from invoking a god power in a certain area? Giving a player "Age 1 Isis" as a tech and placing down monuments doesn't seem to work.
Tried placing Hesperides Trees?

Kaboom
Mortal
posted 21 October 2015 09:12 PM EDT (US)     48 / 678       
For every minion killed (indefinitely), I need Player 1 to get 200 Gold.

For every Cyclops killed (indefinitely), I need Player 1 to get 1,000 Gold.

For every Heka Gigantes killed (indefinitely), I need Player 1 to get 5,000 gold.
Zenophobia
Irrational Fear
posted 22 October 2015 01:54 PM EDT (US)     49 / 678       
Okay you need three triggers for this to work: A trigger to set up initial values, a trigger to record the enemies killed, and a trigger to level up the player whenever they get enough gold. For triggers where the input looks something like this: "trQuestVarGet("QV1")" and the trigger interface isn't letting you type it in, first copy the line of text (you can do it from this very post) and paste it into the field.

Trigger 1: Setup
[x] Active
[_] Loop
[_] Run Immediately
Highest Priority

Conditions
Always

Effects
Quest Var Set:
  • Var Name: GoldGrant
  • Value: 1
(this is because of a bug in aom with the Quest Var Copy trigger and 0 value Quest Vars)
Quest Var Set:
  • Var Name: levelUpCost
  • Value: (whatever number you want for the player to level up)

Also include in here 'Modify Protounit' effects modifying the costs of the protounits you want to include in the gold granting. It doesn't matter which resource cost you modify. (i.e. the original cost of Heka Gigantes is 325. If you want to make it 5000, then modify its cost by 4675)
The full list of units and their costs can be found here.

I don't remember where I found all these triggers. Just download nottud's superpack and it probably has most of these triggers.

Trigger 2: Record EXP
[x] Active
[x] Loop
[_] Run Immediately
Highest Priority

Conditions
Always

Effects
QV Set Stat Value:
  • Var Name: KillCost
  • Player: 1
  • Stat Type: Units Killed Cost

conditional Quest Var Compare:
  • Var Name 1: KillCost
  • Operator: >
  • Var Name 2: GoldGrant

Grant Resources:
  • Player: 1
  • Resource: Gold
  • Amount: trQuestVarGet("KillCost") - trQuestVarGet("GoldGrant")

Quest Var Copy:
  • Var Name: GoldGrant
  • From Var: KillCost

conditional zEnd

Trigger 3: Level Up
[x] Active
[x] Loop
[_] Run Immediately
Highest Priority

Conditions
Player Resource Count
  • Player: 1
  • Resource: Gold
  • Operator >=
  • Number: trQuestVarGet("levelUpCost")


Effects
Whatever rewards the player gets when leveling up.
If you want to reset the player's gold counter whenever they level up, you can do the following:

Grant Resources:
  • Player: 1
  • Resource: Gold
  • Amount: -1*trQuestVarGet("levelUpCost")

If you want the amount of gold needed to level up to also increase each time the player levels up, then use the following:

Quest Var Modify:
  • Var Name: levelUpCost
  • Operator: +
  • Value: (Whatever amount you want to increment the level up cost by)

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
Can Of Noodles
Mortal
posted 23 October 2015 02:58 PM EDT (US)     50 / 678       
Tried placing Hesperides Trees?
I just tried that, and it didn't work.
Do they have to be placed on the map in-game, and not in the editor? I'm going to have to test this later.
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