You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by Yeebaagooon, nottud

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Have a Question? Post it here!
« Previous Page  1 ··· 10 ··· 20 ··· 28 29 30 31 32 ··· 35  Next Page »
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).]

Replies:
posted 06 January 2020 12:30 PM EDT (US)     726 / 856  
untested, but it should work.
   <Effect name="Modify Protounit All Absolute player range">
<Param name="p1" dispName="lowest player" VarType="string">1</Param>
<Param name="p2" dispName="highest player" VarType="string">4</Param>
<Param name="Field" dispName="$$23943$$Field" varType="pufield">0</Param>
<Param name="Amount" dispName="Amount" VarType="string">1.0</Param>
<Command>for(i=999; >=0) {</Command>
<Command>trQuestVarSet("PlayerID", %p1%);</Command>
<Command>while(%p2%>=trQuestVarGet("PlayerID")) {</Command>
<Command>if(%Field% == 6){</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, %Amount% - 1);</Command>
<Command>} else if(%Field% == 5 || %Field% == 7 || %Field% == 10 || %Field% == 13){</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, 2147483648.0);</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, 2147483648.0);</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
<Command>} else {</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(i), 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
<Command>}</Command>
<Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
<Command>}</Command>
</Effect>

[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
posted 07 January 2020 05:21 AM EDT (US)     727 / 856  
Works! Amazing, thank you!

Now I just need a way to edit tech costs and the concept is perfect ;p
posted 07 January 2020 06:10 PM EDT (US)     728 / 856  
Aside from using existing techs like Age 1 Isis or Rheia's Gift which make other techs cheaper, possibly multiple times through setting them to active with Set Tech Status, I don't think there is a way to properly modify tech resource costs with just trigger effects.

A familiar workaround would be to set up a 'market' with some buyer-unit. Players move the buyer around and if the player has enough resources for it and the "Sign" or whatever is close enough to the buyer unit, the effect Grant Resources is used with a negative cost & a set tech status sets the tech bought this way to be active.

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb

[This message has been edited by Izalith (edited 01-07-2020 @ 06:11 PM).]

posted 08 January 2020 07:48 AM EDT (US)     729 / 856  
Hmm yea forge of olympus too...
But I actually needed something to make techs multi-purchasable with increasing costs on every purchase.
I'm thinking of unsing pretty much useless units (like mercenaries for egyptians). Every time you train them, other units gain a bonus and mercenary costs will increase, then by modifying the lifetime the mercenary will die instantly. Looped.
It would be smoother with techs tho since those already give benefits known by the players and I can check for the tech status better then for units in training (and also reset it easier).
I wonder how modifying techs isn't a thing while it's possible to do almost anything with units

[This message has been edited by Niley (edited 01-08-2020 @ 07:54 AM).]

posted 08 January 2020 02:10 PM EDT (US)     730 / 856  
instead of the lifespan I'd suggest the following:

Trigger: Tech
condition:
- player unit count mercenary >= 1
effect:
- change unit type in area merc -> hero birth or some light effect (set one invisible block on the map, put that as center unit for the change unit in area & put the longer map size as radius)
- set tech to active
- increase merc cost
- fire event refire

Trigger: Refire
condition:
- always, but not active
effect:
- fire event Tech

On mercenaries: In PvP they are far from useless, also they are restricted to eggy, since they got this otherwise useless line in the protox xml: <allowedculture>Egyptian</allowedculture>

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb

[This message has been edited by Izalith (edited 01-08-2020 @ 02:13 PM).]

posted 09 January 2020 10:04 AM EDT (US)     731 / 856  
Ah yea but it's not pvp but a single player / co-op tower defense game ;p

Do I need two triggers that refire eachother or shouldn't an active loop refire automatically if the conditions are met again?
posted 13 January 2020 03:49 PM EDT (US)     732 / 856  
Technically a loop would also work, but I heard IIRC especially from Lewonas that loops without timers can lead to bad performance. Ever since I have some 'Refire' Triggers which are fired by multiple triggers and fire them back to be active.

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
posted 14 January 2020 07:25 AM EDT (US)     733 / 856  
I've never had issues with loops without timers. If you look in the game generated code the loops conditions are checked regardless of a timer existence.

The bigger issue is if your effects that run are expensive.
posted 15 January 2020 09:47 AM EDT (US)     734 / 856  
Hmm I figured instead of using a ton of different melee units (those are the useless ones, you only need ranged units) for tech upgrades I could also define a small area and whatever unit is moved there disappears and upgrades the protounit (or activates a tech) instead. I think that will do best.
posted 15 January 2020 12:37 PM EDT (US)     735 / 856  
Be careful though to remove/count up properly.

- Use unit count to figure out the amount
- remove
- use unit count again to figure out how often the update applies

It would be bad to pay 5 melee units but only get 1 update because the trigger saw 1 melee guy, removed 5 of them and applied the update once only.

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
posted 16 January 2020 01:47 PM EDT (US)     736 / 856  
Yea - if you find doing it per unit a little tricky you can just have a tight loop and only activate when equal to 1 but that will cause confusion to a player when it doesn't appear to work on an occasion where they managed to increase number of units by more than 1 at a time.
posted 22 January 2020 03:44 PM EDT (US)     737 / 856  
My custom Scenario gets Saving Sync Error or Out of Sync (OOS) error at a specific spot in the scenario with 2 or more players. I'd like to consider myself an experienced multiplayer scenario designer and I believe I avoided all triggers to cause this but I'm still getting the error. Any information would be appreciated.

Error details:
I have a Counter add Timer which countdowns until the cinematic starts. Once the cinematic starts we get the OOS error.
The counter is not linked directly to a trigger. I fire a separate trigger which a timer which starts the cinematic.

Starting the Cinematic:
These are the effects which trigger when OOS happens:
Change unit type: cinematic block
Camera track (again, not linked directly to a trigger)
Cinematic mode: on
Destroy: Cinematic block
Fire event (a timer trigger with the next step of the cinematic)
Play dialogue (only with subtitle and portrait, again no direct trigger connected)

I've scoured the internet and tried everything I've found spending about a dozen hours trying to resolve this. If anyone has any insight I'm all ears. Thanks


Discussions I've already looked at:
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,28718,900,all
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,21799,0,10
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,25329,0,all
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,28852,,10
posted 22 January 2020 03:50 PM EDT (US)     738 / 856  
https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=34,22755,,10#post1

Look at Yeebaagooon's reply. It's a sad, sad case. This may be why you're getting the OOS.

For now you could try using the "Force Non-Cinematic Models" trigger effect and set it to ON to see if that works. When they eventually fix it (hopefully) you could easily just delete this trigger effect.

[This message has been edited by TAG (edited 01-22-2020 @ 03:54 PM).]

posted 22 January 2020 08:56 PM EDT (US)     739 / 856  
Is there a way to disable AI chats in a scenario without editing an AI file and perhaps using triggers?

posted 23 January 2020 02:52 PM EDT (US)     740 / 856  
   <Effect name="AI set blank AI">
<Param name="Player" dispName="Player" VarType="string">0</Param>
<Command>aiSet("NoAI", %Player%);</Command>
</Effect>

<Effect name="AI set custom AI">
<Param name="Player" dispName="Player" VarType="string">0</Param>
<Param name="AI" dispName="AI" VarType="string">NoAI</Param>
<Command>aiSet("%AI%", %Player%);</Command>
</Effect>
These may help - they can change or effectively disable the AI but still have a valid player.
posted 24 January 2020 09:36 AM EDT (US)     741 / 856  
well I still want the AI just not the chats

posted 24 January 2020 12:56 PM EDT (US)     742 / 856  
Active, Loop, Run immediately, High priority.

Condition "Chat Contains" X5 - tick the OR box on all of them.

Player (the AI slot) says "a"
Player (the AI slot) says "e"
Player (the AI slot) says "i"
Player (the AI slot) says "u"
Player (the AI slot) says "o"

Effect: Clear Chat History.

Whenever the AI tries to speak it will say a vowel, hit one of the OR conditions, and clear the chat history.

Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature
posted 24 January 2020 05:31 PM EDT (US)     743 / 856  
But clearing chat history makes it troublesome for players to communicate.. (if it's for multiplayer)

Azarath Metrion Zinthos

Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
posted 24 January 2020 05:38 PM EDT (US)     744 / 856  
This is single player, but I will see if it's practical enough for me

Thanks

posted 24 January 2020 08:06 PM EDT (US)     745 / 856  
What if you make the chat lines gadgets invisible?
posted 25 January 2020 04:53 PM EDT (US)     746 / 856  
What's the editor name / ID for the Onager?

It's kinda weird it's neither listed here, here or here and it wasn't even linked on the Fandom page here (I added the link).

If someone knows, please tell me, it would be amazing

[This message has been edited by Niley (edited 01-25-2020 @ 04:56 PM).]

posted 26 January 2020 12:47 PM EDT (US)     747 / 856  
Niley - It was added in DLC. To find the name of the unit place it and view the animation window. It will tell you the editor name for the unit.
posted 26 January 2020 01:21 PM EDT (US)     748 / 856  
ty
posted 03 April 2020 03:18 AM EDT (US)     749 / 856  
I am having a strange issue. I am working on a custom scenario that involves animated cinematics. Everything seems to be fine accept for one character, who although is looking forward as I test the scenario, is sideways during the cinematic. I deleted all his triggers and rewrote them. I deleted him. I recaptured his camera track....but he keeps looking the wrong way! SO I figured, forget this guy and tried someone else. The same thing happened even with a whole new set of triggers and a different character. What can I do?
posted 03 April 2020 05:23 AM EDT (US)     750 / 856  
Strange. I'd say have a looping trigger with a unit heading effect to see if that fixes it.

______________________________________ 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
« Previous Page  1 ··· 10 ··· 20 ··· 28 29 30 31 32 ··· 35  Next Page »
Age of Mythology Heaven » Forums » Scenario Design » Have a Question? Post it here!
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Mythology Heaven | HeavenGames