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Scenario Design
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Topic Subject: Have a Trigger Request? Post it here!
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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.


    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.


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

  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
    posted 21 July 2015 12:41 PM EDT (US)     1476 / 1686  
    is on CASTWCRT trigger pack

    Use the condition: "is dead"
    You need an unit to use in the revival process. An Argus usually works, but if it doesn't try something else.
    Original Unit Type
    if("%Change%"=="Original Unit Type")trUnitChangeProtoUnit(""+kbGetProtoUnitName(s));
    if("%Change%"!="Original Unit Type")trUnitChangeProtoUnit("%Change%");

    [This message has been edited by DamianEnriquez (edited 07-21-2015 @ 12:42 PM).]

    posted 21 July 2015 07:14 PM EDT (US)     1477 / 1686  
    after it dies, change it to a cinematic block and damage it 100%. Then teleport that cinematic block wherever you want and change it back whenever you want.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    posted 25 July 2015 01:01 PM EDT (US)     1478 / 1686  
    Is it possible to detect the ID of a unit I invoke spy on?
    So player 1 invokes spy on a player 2 enemy unit (say it's ID 47), would need a trigger effect where on spy being invoked it sets a QV to the ID of the unit spied on.
    (I have no affiliation with the NSA)

    ______________________________________ Yeebaagooon ______________________________________
    ____________________ AoMH Seraph ____________________
    "You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
    "Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
    AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
    Ex Seraphs Dictator, Spore Heaven Seraph
    posted 27 July 2015 04:13 AM EDT (US)     1479 / 1686  
    spy eye is a unit itself isn't it? Essentially that means it can be found in a ytrigger search. It should also be on the same exact coordinate as the unit it is spying, which will be a guess-based system but will still be extremely accurate. I'm positive there's no way to check if a unit is being spied on otherwise

    Voolohmay? Kahlos.
    posted 27 July 2015 11:11 AM EDT (US)     1480 / 1686  

    <Effect name="yQV Set Overlapping Unit ID">
    <Param name="qv" dispName="Same var as start" VarType="string">cow</Param>
    <Param name="qvname" dispName="QV name" varType="string">QV1</Param>
    <Param name="warning" dispName="Show warning" varType="bool">true</Param>
    <Command><![CDATA[for(p=1;<=12) {]]></Command>
    <Command>Qid = kbUnitQueryCreate("tp_query_ysoui_1");</Command>
    <Command>results = kbUnitQueryExecute(Qid);</Command>
    <Command>if(results > 0) {</Command> //should only return 1 value
    <Command>if(%warning%) {</Command>
    <Command>if(results > 1) {</Command>
    <Command>trChatSend(0,"WARNING: yQV Set Overlapping Unit ID detected more than 1 unit!");</Command>

    Example of how to use it:

    Trigger name: Store_spy_target_unit_id
    Active, Loop
    High Priority

    Condition: Always

    Effect: yStart search all units with reboot system
    Highest unit name: (place a unit on the map and look up its unit name id in the object info window and insert that here)
    Leave the rest unchanged

    Effect: yCondition - is protounit
    Protounit: Spy Eye

    Effect: yQV Set Overlapping Unit ID
    Same var as start: cow
    QV Name: foundUnitID (store the found unit id in this quest var)
    Show warning: true (if set on true, a warning message will appear when the effect has found more than 1 unit (which is very unlikely to happen))

    Effect: yCondition zEND

    Effect: ySearch end all units with reboot system

    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%]
    posted 27 July 2015 01:44 PM EDT (US)     1481 / 1686  
    Yeeb making an ability to copy units?

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    posted 28 July 2015 05:05 PM EDT (US)     1482 / 1686  
    Hello my fellow designers!
    For a cinematic i have a question. i want to use the "distance to unit" condition with the "condition", so that after the units are together the timer starts and then somethings happens.
    i think that would be a far more elegant solution than to just to count every second.
    do you if i can do this, or if there is a solution to this kind of problem?
    posted 29 July 2015 07:24 AM EDT (US)     1483 / 1686  
    WHen your distance condition is true fire event a second trigger that has the timer as the condition.
    posted 14 August 2015 10:47 AM EDT (US)     1484 / 1686  
    Are there any triggers that can change the terrain of the whole map to one type?
    posted 18 August 2015 07:32 AM EDT (US)     1485 / 1686  

    <Effect name="zMake everywhere a terrain type">
    <Param name="t" dispName="new terrain" VarType="string">SnowB</Param>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>subModeLeave("Simulation", "Editor");</Command>
    <Command>subModeEnter("Simulation", "Singleplayer");</Command>

    (Works online too)

    NOTE: The new terrain type will not have any affect (Map will act like it is using the old terrain type). If you want the new terrain type to take effect you also need to use this after changing the terrain:

    <Effect name="zRefresh Terrain Passability">
    <Param name="warning" dispName="Info" varType="string">Will clear your terrain paste clipboard and undo/redo clipboard (not the clipboard number copies)</Param>
    <Command>map("mouse1down", "copy", "");</Command>
    <Command>map("mouse1up", "copy", "");</Command>
    <Command>map("mouse1up", "TerrainPaste", "");</Command>
    <Command>map("mouse2up", "TerrainPaste", "");</Command>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>subModeLeave("Simulation", "Editor");</Command>
    <Command>subModeEnter("Simulation", "Singleplayer");</Command>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>subModeLeave("Simulation", "Editor");</Command>
    <Command>subModeEnter("Simulation", "Singleplayer");</Command>
    <Command>subModeEnter("Simulation", "Editor");</Command>
    <Command>subModeLeave("Simulation", "Editor");</Command>
    <Command>subModeEnter("Simulation", "Singleplayer");</Command>
    <Command>map("mouse1down", "copy", "uiTerrainSelection(0)");</Command>
    <Command>map("mouse1up", "copy", "uiTerrainSelection(1)");</Command>
    <Command>map("mouse1up", "TerrainPaste", "uiPasteFromClipboard");</Command>
    <Command>map("mouse2up", "TerrainPaste", "editMode(\"copy\")");</Command>

    These plus my other terrain changing triggers can be found in:

    [This message has been edited by nottud (edited 08-18-2015 @ 07:36 AM).]

    posted 06 September 2015 06:27 PM EDT (US)     1486 / 1686  

    im using this setup to display QV
    Conditional Player Current: 1
    Conditional Player Unit Count: Fire Siphon == 1
    Play Dialog: Subtitle:
    Fuel: "+1*trQuestVarGet("Fuel1")+"/500
    conditional zEND
    conditional zEND
    i make this for every player on the game in total 6

    This work fine to display the QV left but i cant use any of the buttons of the white box you see in the picture, i want a text box like the one in gray box but i want to use those buttons
    and if is possible to custom the position of this
    (works fine for every player but i cant use flare minimap, unit description/history, etc...)

    Steam | Facebook | YouTube | Discord | GameRanger
    Tower Defense new map
    posted 29 September 2015 12:30 PM EDT (US)     1487 / 1686  

    posted 05 February 2016 11:27 PM EDT (US)     1488 / 1686  
    Hi. I'm new to this forum. I'm looking for a condition.
    Name - distance to unit selected
    description - combines the conditions "distance to unit" and "unit selected".

    [This message has been edited by thieving magpie (edited 02-07-2016 @ 06:21 PM).]

    posted 08 February 2016 02:53 PM EDT (US)     1489 / 1686  
    Hi guy!

    I discover this forum tonight and I'm so happy!
    I really hope that you could help me.

    I creating a scenario and I'm on since 20/30h...
    I have everytime problem and as a french guy, I don't understand all the effect / conditions...

    Well, I every time found a solution about my problem exept for the bigger one:

    I created a lot of cinematics but my "play dialog" don't work as well...
    I put portrait, name of my hero (in yellow) but my dialog don't work, I have just a little part of my message and that all. I try a lot of different way to use this dialog but all failed..

    Please can you help me?

    Thank you!

    posted 13 February 2016 12:55 PM EDT (US)     1490 / 1686  
    They changed the way sounds are referenced in EE - remove the language folder part of your filename and it will work - it chooses the correct folder according to the language.

    Alternatively sound play paused will work as it uses the old sound finding system.
    posted 17 February 2016 06:09 PM EDT (US)     1491 / 1686  

    The question thread is a better place for these questions.

    posted 21 February 2016 08:44 AM EDT (US)     1492 / 1686  
    stop temple units from coming out
    posted 20 March 2016 11:46 AM EDT (US)     1493 / 1686  
    AreaAttack is a very rare definition in the proto/protox, and in the Modify Protounit trigger the option to modify it is not there. Can it somehow be added?

    Also what kind of other variables do we have access to for 'modify protounit' from the protox, besides the ones already there?

    [This message has been edited by CeaseDaFire (edited 03-20-2016 @ 11:48 AM).]

    posted 22 March 2016 00:25 AM EDT (US)     1494 / 1686  
    Name - Transform by Player
    Description - effect: transform protounit (dropdown) by player number
    Example - transform P1 catapult projectile while leaving P2 catapult projectile unaffected

    Essentially, I would like to be able to use nottud's transform trigger for specific players. The application would be for projectiles. The "change unit in area by type" has a player number parameter but doesn't work for projectiles (the projectile remains stationary at the base of the ranged unit). The "transform" triggers are the only ones that have the desired effect on projectiles. I either need to be able to give the transform trigger a player number param or give the "change unit" triggers whatever magic is responsible for the transform trigger's functionality. Here is my noob attempt on the typetest:

    < Effect name="Transform ALL units on map by player">
    < Param name="FromPlayerID" dispName="$$22453$$From Player" varType="string">1< /Param>
    < Param name="ToPlayerID" dispName="$$22454$$To Player" varType="string">1< /Param>
    < Param name="FromType" dispName="$$23771$$FromType" varType="protounit">meteor< /Param>
    < Param name="ToProto" dispName="$$23772$$ToUnit" varType="protounit">anubite< /Param>
    < Command>unitTransform(%FromPlayerID%,%ToPlayerID%,"%FromType%","%ToProto%");< /Command>
    < /Effect>

    Any help is appreciated.

    [This message has been edited by Callistonian (edited 03-22-2016 @ 00:29 AM).]

    posted 22 March 2016 12:02 PM EDT (US)     1495 / 1686  
    This might help you.

    𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
    posted 22 March 2016 12:10 PM EDT (US)     1496 / 1686  
    Nottud made a trick for doing that, since there is no trigger that does exactly what you want.

    You make one trigger where you modify the pop count of catapult shots by some ridiculous, unreachable amount, say, 9999.

    Then, in the looping transform trigger, add a condition: Player Pop Count >= 9999.

    This will make the transform trigger only happen when that player fires catapult shots. When you do this for all players, it will simulate transform for different players.

    Of course, there's tiny edge cases where both players fire a catapult shot at the same time, but those are rather rare.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
    posted 22 March 2016 06:09 PM EDT (US)     1497 / 1686  
    It looks like Nick The Hun removed his download because his trigger didn't work. I also don't really like the idea of there being a possibility of another player's projectiles transforming.

    But thanks for linking me to the previous topic. I suspected that projectile transforms by player # was a topic that had come up in the past. Surely somebody knows what the fundamental difference between the "change" triggers and the "transform" triggers is that allows only the latter to work with projectiles. Is this simply something that is not going to work because it is hard coded somehow?
    posted 23 March 2016 02:19 PM EDT (US)     1498 / 1686  
    Callistonian, the Transform trigger is indeed a highly complex discovery. It does have limitations, and other than the ideas that have already been suggested, I don't think there's anything else that can be done. I assume you already did, but if you haven't, read this guide to know what's behind it and how it works:

    𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
    posted 24 March 2016 08:35 AM EDT (US)     1499 / 1686  
    I,ve heard a lot about triggers but I don't quite understand what they r. There is nothing in the description that really tells what they r.
    posted 24 March 2016 09:54 AM EDT (US)     1500 / 1686  
    Fire101: It's a tool for scenario designers. Do you want to create scenarios? Then read this.

    𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
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