Aurons Guide to Quest Var Randomize & Quest Var Check
| by Auron |
created 11/30/04 |
Introduction: This Guide is is for Beginners or Experienced designers at the editor for Age of Mythology: The Titans who wish to learn how to use quest var randomize effect and quest var check condition, in order to achieve a randomize effect simmilar to the one a RM script generates, but not exactly. It is not for sure you will understand this guide the first time you read it. Keep trying if you don't get it.
A). Before you continue reading this guide, you must realize that using the quest var randomize does not randomize objects as a random map script. a random map script can randomize all objects in whatever place possible(depending on the .xs document of course), Unlike a quest var randomize effect which needs a quest var check to define the location where the object(s) has to be randomize. The first thing you have to know is that In order to randomize an object successsfully, you must create the main trigger called "Quest Var Randomize". Quest Var Randomize is an effect which randomizes values. All variables(Ex: Min=1 Max=5) defined are valid values and can be randomize. This can pretty much be use with any quest var. Example:
Trigger_Main: Active
Effect: Quest var randomized(name: Main)<select min value and max value>
Condition: Always
You must always becareful in naming your quest var randomize effect. Think of a short, simple name. Remember that you have to re-type this same name in the other triggers containing the quest var check condition or other. Depending on the minimum value and maximum value, a certain amount of objects will randomize. so for example, if i want to randimize 3 settlements, i would have to put Min Value=1, and Max Value=3. Example:
Trigger_Main: Active
Effect: Quest var randomized<minimuum value 1><maximum value 3>(Name: Main)
Condition: Always
Trigger_1:
Effect: Change unit type<cinematic block into settlement>
Condition: Quest Var check<Value 1>(Name: Main)
Trigger_2:
Effect: Change unit type<cinematic block into settlement>
Condition: Quest Var check<Value 2>(Name: Main)
Trigger_3:
Effect: Change unit type<cinematic block into settlement>
Condition: Quest Var check<Value 3>(Name: Main)
B). In the Example illustrated above, the Main trigger(quest var randomize) has three choices, and will only choose one of the 3 other trigger. Each trigger that has "condition Quest Var Check" which represents a value in the Quest Var randomize effect because of the number written in the Quest Var check Value Box. The reason why I typed "Main" in the name box, is because "Main" is the name of the "Quest Var Randomize" effect that will decide which value to randomize.
The reason why you are using Quest Var Check as a condition is because this condition will fire the desired Value you typed. Its simmilar to a Fire Event effect; however, instead of activating a trigger, it gets activated by the quest var randomize and causes the value to take effect. Remember that you must type the desired amount of values in the Quest Var Randomize effect. If you type a value in a quest var check condition which is not defined in the quest var randomize, nothing will happen because the value is not registered. Keep in mind that this condition can be used and set with the Quest Var Set, Quest Var Modify, and trigger effects as well.
Becareful when typing a value number for each quest var check. As you can see, each trigger above has different numbers in the quest var check box. If you put the same number in two different quest var check box, then the quest var randomize effect will choose one of the two triggers to randomize, and the other one will be disactivated. You can also add an extra value so that the main trigger has the possibility of not randomizing any of the other values written in the quest var check. Variables:
Greater Than or Equal to(=>): You would use this variable to check the same value and other greater values
Less Than or Equal to(<=): You would use this variable to check the same value and other less values
Greater Than(>): You would use this to check ONLY greater values than the typed value
Less Than(<): You would use this to check ONLY less values than the typed value
Equal to(==): You would want to use this value if you want to check one value. but you can just use the equal variable if you only want one trigger to randomize
FINAL NOTES: After reading through this guide, you should now be able to use Quest Var Randomize effect and Quest Var check condition. If you couldnt managed to work this out, do not worry. it takes some time to understand and it is for sure you wont get it right away(depending on your experience with the editor). If your attempts always fail, make sure to have everything set according to this guide. make sure the values are set correctly, as well as the variables. Always make sure the trigger itself is not accidenly looped, activated or run inmmediately by mistake.
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