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Scenario Design
Moderated by Yeebaagooon, nottud

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

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


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).]

posted 16 February 2019 02:33 PM EDT (US)     676 / 870  
hm...yeah... for the Shields and for the Flags.
I am a beginner, soo... I will read this page, thank you !
posted 18 February 2019 07:23 AM EDT (US)     677 / 870  
How do you make a key-event condition like "Player 2 pressed E" ?
Best I can think of is to map a hotkey to it and then condition on the effects of that hotkey. I believe there is a sneaky way to fire trigger effects from hotkeys with the play camera track console command, alternatively I think there are other techniques - The recent platformer released is hotkey based so maybe worth looking at that.
posted 18 February 2019 09:29 AM EDT (US)     678 / 870  
You can define hotkeys with triggers. I remember doing it a while ago.

I only did it in single player. I thought there was some problem doing it in multiplayer but there were ways to work around those problems. I think Zebophobia made some multiplayer maps that used hotkeys but he does not frequent the forums at the moment.

Something additional to note is that when you define a hot key using triggers it will persist after the game has finished until you close AoM. The game will be return to normal next time you play.

Sorry I can not help more.
posted 14 March 2019 09:37 PM EDT (US)     679 / 870  
hey guys !

I know that my question is for the Modding page, but...

I tried Argalius's guide to edit a building with 3dmax, gmax exporter, aomedit

I downloaded the 3DSMax 2019 (Student version) and I was ALMOST DONE,
Gmax exporter DIDN'T WORK...

any Idea or link to download a usable exporter?

Thank you for your help.
posted 01 May 2019 01:20 PM EDT (US)     680 / 870  
I got my last question answered (thanks TAG) so i came up with another one.

Is there any way to create gaia armies without using the "convert" trigger? Maybe some editor UI mod? (I already have nottud's superpack)
posted 02 May 2019 02:03 PM EDT (US)     681 / 870  
Just select a unit and use the army deploy trigger UI to create it from the selected unit.
posted 14 June 2019 10:08 AM EDT (US)     682 / 870  
Can I use the cool unit description pictures on the main website?

[This message has been edited by Don Hamon (edited 06-14-2019 @ 10:11 AM).]

posted 22 June 2019 01:38 AM EDT (US)     683 / 870  

I've a little question about the "player unit count" condition in triggers.
I want to set an objective that require the player to build a town center.

However, I can't find the town center in the list of unit in this specific trigger... I only found the citadel center, so I presume the town center is named differently in this list.

I searched for settlement, [Civilization name] center, forum, but I didn't found any of it.

Can someone help me to set this objective condition ?

Thank you in advance.

EDIT : I found it, it is named "settlement level 1". But I still have a question : how can I check that a specific settlement has been converted and completed ? The percentage completed condition (== 100) doesn't seem to work on a target settlement. I think the unit is converted at the moment you start to build a town center on it, so the game can't check the completed percentage.

[This message has been edited by Noxon (edited 06-22-2019 @ 02:36 AM).]

posted 25 June 2019 05:19 AM EDT (US)     684 / 870  
What do you do in your scenario without a town centre? If population is constant throughout the game then you might be able to use conditions related to the population cap. Alternatively, a players first town centre will train villagers automatically which are detectable.
posted 25 June 2019 07:49 AM EDT (US)     685 / 870  

Scraggins posted 25 June 2019 05:19 AM EDT (US) :
What do you do in your scenario without a town centre?

This is a scenario in a campaign. We just start with an hero and some sodliers, reach a city, then some villagers are converted for our cause... And we need to build a town center later on a specific settlement.

Scraggins posted 25 June 2019 05:19 AM EDT (US) :
If population is constant throughout the game then you might be able to use conditions related to the population cap. Alternatively, a players first town centre will train villagers automatically which are detectable.

Hmm, this is equivalent to that I mentionned through my edit. I can already count how much town center the player has (so if > 0). Those conditions don't enable us to know if a specific settlement has been converted to a (finished) P1 town center.

I think that the better way is to set a first trigger to know if the player own the settlement : when you start to build a town center on it, this last one is converted.

Secondly, this trigger with only this condition should fire another trigger with a delay of 1 second, that to know if the build is finished (completed percent == 100) : Because if you use this condition in the first trigger, it will check on the empty settlement (which doesn't have hitpoints) and it will return that the condition is checked.

I'm pretty sure that the only way to check it.

[This message has been edited by Noxon (edited 06-25-2019 @ 07:51 AM).]

posted 25 June 2019 04:58 PM EDT (US)     686 / 870  
Does ŕmaged work on the TC? If not maybe "Player unit count" ?
posted 26 June 2019 07:50 AM EDT (US)     687 / 870  
What is Umaged ?

Btw I've another questions.

1. Is it possible to apply a specific rate construction/training... to a specified player only ?
There's some triggers to define global rates, but we can't choose them for individual players.

2. Is it possible to prevent a first mythic unit from automaticaly spawning when the player grow in Age ? It seems to be the case when you start a game from the main campain, but when you open one of the map (e.g. spc/07) there's curiously no trigger to prevent this event in the triggers...
And if you start the scenario direclty from the editor, the mythic unit is spawning.

[This message has been edited by Noxon (edited 06-26-2019 @ 04:44 PM).]

posted 02 July 2019 11:07 PM EDT (US)     688 / 870  
These are all possible. You can just experiment and check existing scenarios, etc. I would love to help, but unfortunately I don't remember the trigger names anymore. You can disable temple units, via Set Tech status.
posted 03 July 2019 08:41 AM EDT (US)     689 / 870  
I searched a lot, but I think it is not. Rates are applied to all players, you can't set a specific rate for a specific player in editor mode.

Considering first temple units, and as I mentionned, there seems to be no trigger to disable that even in SetTechStatus : if you start a scenario of the main campaign directly on the editor tool, you'll got those units. But if you start the scenario from the original campaign UI, you won't have them... This is strange, I think it is a hardcoded event in campaigns.

Unfortunately, I searched twice among all triggers and all tech status and never found something that could do the same job.
posted 04 July 2019 05:11 AM EDT (US)     690 / 870  
As far as I am aware, you can not change rates for an individual player. To increase gather rates I think you can research technologies multiple time. Use the set tech status effect to do this. The same method should apply to train units.

To allow an individual player to build faster you can use the modify protounit effect. There is a stat called build points (or something like that). If you reduce the build points of a building it will take less time to build. If you decrease them to 0 or negative (Iím not sure which), the building will be built when the foundations are placed.

An interesting fact is that the build rate is also related to favour gain.
posted 08 July 2019 01:15 PM EDT (US)     691 / 870  
posted 09 July 2019 08:34 AM EDT (US)     692 / 870  
What does the handicap do exactly? I thought it multiplies the rescourcea gathered.

Also Nottud, you got some hate in that thread. I think what you do that is the discovery is how to use the code. I think that was quite clearly shown when the transform code was dismissed as just being a map wide change units in area. It does a lot more (or less than that) like changing projectiles or maintaining the garrison status of a unit. People may have known the code existed but not what it did that is something Invent00r and MF seemed to miss.
posted 30 July 2019 08:03 AM EDT (US)     693 / 870  
How do I make units look like they are attacking or villagers look like they are building when the units are not tasked to anything. I have tried copying them from the view cinematic option but every combination I try it doesn't work.
posted 30 July 2019 08:17 AM EDT (US)     694 / 870  
The unit work effect will let you make a unit work (gather, attack, pray, build, etc). The set animation effect can also be used but I donít have experience with this. If you want damage to be dealt or rewciurces gathered then use the unit work effect if not then I would recommend set animation. You can also utilise an invisible target to attack a unit without having a visible attack target.
posted 30 July 2019 08:26 AM EDT (US)     695 / 870  
Thanks, this has been bothering me for a while
posted 30 July 2019 10:32 AM EDT (US)     696 / 870  
posted 06 August 2019 10:05 AM EDT (US)     697 / 870  
Hi lads I have a problem with one of my triggers and I simply can't figure out what the issue is.
So first of I'm using the triggers no XML programming, and I'm making an attack wave that sends some units every couple of minutes, easy enough. The difficult part, or the issue is that this trigger should only work if the condition "Army is alive" where the army is a guarding force that stands infront of a barracks. additionally the trigger should first start spawning units when another army has died. so it looks something like this.

- - Trigger - -
Active, Loop.

- - Conditions - -
Army is Alive (Guarding army, few slingers and spearman.)
Timer (300s)
Army is Dead (Army standing by player's settlement)

- - Effect - -
Army Deploy (anubites and spearmen)
Army Move (army above)

But even when I kill the guarding army the trigger keeps spawning the units, any help is good help, thanks.
And I appologise if the question has been asked before, I couldn't seem to find it.
posted 06 August 2019 12:52 PM EDT (US)     698 / 870  
Condidions connected with AND, not OR?
Does the army maybe contain a unit you didn't kill (something invisible or so you might have accidentally added)?
To test kill the whole army with a trigger and see how it goes
posted 06 August 2019 02:17 PM EDT (US)     699 / 870  
I don't recall seeing an AND in the editor, I can only see the Or or Not checkboxes.

Secondly the army appears to sometimes be working? I tested it first by making a temporary army with the same trigger and it worked, then I went back to the guard army and it still didn't work, deleted the army and made a new one but still no results. Are structures not allowed to be in the army? or does the game register their ruins as still being 'alive'?
posted 07 August 2019 12:52 PM EDT (US)     700 / 870  
Right, "and" is basically leaving "or" untouched.

For structures and buildings the army editor is not working entirely perfect. Honestly most of it is completely broken for buildings. My brother tried making a scenario and wanted to repetedly train units in a Migdol using a trigger. The result was that all triggers for the whole scenario were not working at all.
So it might have something to do with the buildings.
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