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 ··· 33 34 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 17 April 2021 01:41 PM EDT (US)     851 / 873  
For one gold per kill it would be (per player):
Looped, active, high priority

Condition:
  • QV Stat Value
    (P1 Enemy Units Killed > P1Kills)

    Effects:
  • QV Set Stat Value
    (P1 kills to P1 Enemy Units Killed)
  • Grant resources
    (1 gold to player 1)

    If you want more resources per player use enemy units killed cost as the stat and modify protounit to define how much you want each unit to give.

    ______________________________________ 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

    [This message has been edited by Yeebaagooon (edited 04-17-2021 @ 01:41 PM).]

  • posted 17 April 2021 04:42 PM EDT (US)     852 / 873  
    Still alittle confused:

    Condition

    Stat Value : Fake Player: 1
    Stat Type : Enemy Units Killed
    Operator : >
    Value: ??

    Effects

    Quest Var Set: Var Name: ???
    Value:

    Maybe im not in the right spot?
    posted 17 April 2021 05:59 PM EDT (US)     853 / 873  
    Ah I guess you don't have the QV extension triggers, these can be downloaded from the steam workshop.

    Without downloading and using your current setup:
    Use the following for the value in your condition by copying and pasting it in: trQuestVarGet("QV1")

    And change quest var set to quest var modify. Have it set to QV1 and +1.

    You can later change QV1 to something more memorable once you have it working, such as P1Kills. Don't forget to grant resources o have your desired effect in there as well.



    Explanation: Quest var is a super-useful variable which you can declare in game. Every QV is set to 0 when the game starts by default unless you specify otherwise. So whenever P1 kills is greater than 0, it adds one and will then grant resources. This repeats on loop for every one new kill P1 makes.

    ______________________________________ 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

    [This message has been edited by Yeebaagooon (edited 04-17-2021 @ 06:01 PM).]

    posted 19 April 2021 03:23 PM EDT (US)     854 / 873  
    Next question AI wont attack walls. I went in and changed the Ai function to aomdefault and they attack units but wont touch walls. What am I missing
    posted 21 April 2021 03:25 AM EDT (US)     855 / 873  
    I use a mix of triggers moving units around with attack move on and overriding the default ai response distance to be entire map to make them super aggressive. I used the target protounit trigger pack which can be found in the AOMH downloads (https://aom.heavengames.com/downloads/showfile.php?fileid=9175) to find idle units to move them, for the ai change use this custom trigger effect:

    <Effect name="AI set aggro distance">
    <Param name="Player" dispName="Player" VarType="string">0</Param>
    <Param name="Distance" dispName="Distance" VarType="string">100.0</Param>
    <Command>xsSetContextPlayer(%Player%);</Command>
    <Command>aiSetAttackResponseDistance(%Distance%);</Command>
    </Effect>

    Drop that into your typetest.xml at the bottom of the effects list above the closing tags.

    [This message has been edited by nottud (edited 04-21-2021 @ 03:26 AM).]

    posted 23 April 2021 07:23 PM EDT (US)     856 / 873  
    Ok ill check it out all I did was increase there LOS thinking that would do it. and it works but only on units and not buildings. thanks
    posted 06 September 2021 06:57 PM EDT (US)     857 / 873  
    hello,
    i wanted to share some of my scripts in the upload section, but it seems not to recognize my login! could it be because i was redirected to this other heaven forum for registration?
    cheers thanks
    posted 09 September 2021 10:41 AM EDT (US)     858 / 873  
    http://aom.heavengames.com/downloads/
    That should be the one with your same forum login?

    ______________________________________ 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 06 November 2021 06:29 PM EDT (US)     859 / 873  
    Afinal, como eu posso fazer a super montanhas?
    posted 18 November 2021 02:01 AM EDT (US)     860 / 873  
    1. Por que algumas Unidades não aparecem?

    Ex: Nuvem - Nevasca - Abutre Egípcio

    2. Tem alguma forma de fazer a Passagem do Mundo Inferior ser utilizável?

    3. Afinal, como posso fazer super montanhas?

    4. Como posto mapas na Oficina da Steam?

    5. Tem como habilitar a Neve e desabilita-la?

    6. Tem como trocar de Deus com Triggers?

    7. Existe um jeito certo para se fazer rampas, escadas e bancos de areia?

    8. Tem como fazer o Titans não aparecerem no mapa?

    1. Why do some Units not appear?

    Ex: Cloud - Blizzard - Egyptian Vulture

    2. Is there a way to make the Underworld Passage usable?

    3. After all, how can I make super mountains?

    4. How do I post maps to the Steam Workshop?

    5. Is it possible to enable Snow and disable it?

    6. Is it possible to change God with Triggers?

    7. Is there a right way to make ramps, stairs and sandbanks?

    8. Is it possible to make the Titans not appear on the map?

    [This message has been edited by Danrney (edited 11-18-2021 @ 02:03 AM).]

    posted 14 February 2022 12:17 PM EDT (US)     861 / 873  
    [ Message deleted by Pecunia at 02-17-2022 03:36 PM ]
    posted 14 February 2022 01:30 PM EDT (US)     862 / 873  
    Doesn't exist unfortunately.

    The next best thing is modify protounit absolute. This will set the delta to the exact number you put in the field. (Say setting to 100hp causes that unit to have 100hp.)

    You could make modify protounit percent with quest vars. You'd first need to define the quest var first and then could use *1.25 for a 25% increase. If you use the QV with modify protounit absolute you'll get a percent change.
    To insert a QV use 1*trQUestVarGet("QVNAME").

    <Effect name="Modify Protounit Absolute player range">
    <Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Anubite</Param>
    <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>trQuestVarSet("PlayerID", %p1%);</Command>
    <Command>while(%p2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>if(%Field% == 6){</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>} else if(%Field% == 5 || %Field% == 7 || %Field% == 10 || %Field% == 13){</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, 2147483648.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, 2147483648.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>} else {</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, 9999999999999999999.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, -9999999999999999999.0);</Command>
    <Command>trModifyProtounit("%ProtoUnit%", 1*trQuestVarGet("playerID"), %Field%, %Amount%);</Command>
    <Command>}</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
    </Effect>

    ______________________________________ 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 14 February 2022 01:42 PM EDT (US)     863 / 873  
    [ Message deleted by Pecunia at 02-17-2022 03:35 PM ]
    posted 15 February 2022 07:27 AM EDT (US)     864 / 873  
    Can't see it in my old triggers unfortunately - if you are using EE edition there is a command to get the hitpoints of the unit which could be used to make it.
    posted 15 February 2022 09:24 AM EDT (US)     865 / 873  
    [ Message deleted by Pecunia at 02-17-2022 03:36 PM ]
    posted 15 February 2022 12:30 PM EDT (US)     866 / 873  
    It's from CASTWCRT.
       <Effect name="Modify Protounit Hitpoints %">
    <Param name="Note" dispName="Notes" varType="string">Does not count upgrades/precedent hitpoints changes. The area selection is needed, choose wherever but need to be a passable land</Param>
    <Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Villager</Param>
    <Param name="Player" dispName="$$22301$$Player" VarType="player">0</Param>
    <Param name="xDelta" dispName="% Delta" varType="string">100</Param>
    <Param name="PasPo" dispName="Passable point" varType="area">0,0,0</Param>
    <Command>trQuestVarSet("lostrolastplayer", xsGetContextPlayer());</Command>
    <Command>xsSetContextPlayer(0); trChatSetStatus(false); trBlockAllSounds(true);</Command>
    <Command>if("%ProtoUnit%"!="Titan Atlantean"){trArmyDispatch("0,4","Phoenix From Egg",1,%PasPo%,0,true); trArmySelect("0,4"); trUnitChangeProtoUnit("%ProtoUnit%");</Command>
    <Command>trModifyProtounit("%ProtoUnit%", %Player%, 0, kbArmyGetMaximumHitpoints(4)/100*%xDelta%); trUnitDestroy();}</Command>
    <Command>if("%ProtoUnit%"=="Titan Atlantean"){trModifyProtounit("%ProtoUnit%", %Player%, 0, 7000/100*%xDelta%);}</Command>
    <Command>trUnblockAllSounds(); trChatSetStatus(true); xsSetContextPlayer(trQuestVarGet("lostrolastplayer"));</Command>
    </Effect>

    Youtube Channel
    Skyrim... the greatest game ever... without considering Age of Mythology, of course!
    Ctrl...Alt...Q...
    and Brisingr-know these three things and your task here is accomplished...
    posted 15 February 2022 12:49 PM EDT (US)     867 / 873  
    [ Message deleted by Pecunia at 02-17-2022 03:35 PM ]
    posted 03 June 2022 12:37 PM EDT (US)     868 / 873  
    I've been trying to figure out this for a long time, but can't say I've really come closer to an answer.

    How do you create pools? As seen here at 1:30 in AOM visions 'City life'.
    posted 03 June 2022 12:42 PM EDT (US)     869 / 873  
    Paint the water first and then use the change elevation tool to raise the land above the water level.

    Edit: I watched the video. Looks like he first did what I described above, then raised the entire map. When you raise the map height to a certain point, the land reaches its maximum value but the water can keep ascending. Then when the water is at the height he wants it to be relative to the land, he moves the whole map back down.

    [This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]

    [This message has been edited by Zenophobia (edited 06-03-2022 @ 12:45 PM).]

    posted 04 June 2022 07:02 PM EDT (US)     870 / 873  
    Hey thank you very much. Took me a little while to wrap my head around it, but that is exactly how it was done.
    posted 29 June 2022 11:21 AM EDT (US)     871 / 873  
    Please excuse my ignorance as I have no computer language experience other than looking at them and pretending I can understand them. I have a question regarding making an XS file into a playable scenario in AOM.
    Here is what I did:
    1) Downloaded Notepad++
    2) Open up Gladiator Worlds Deluxev22 - by Nottud
    3) Change one number linked to favor
    4) Hit save as "Glad Worlds Duluxev22 edited - by Nottud"

    Now I'm stuck. I don't know how to translate this into a map I can load up in AOM online multiplayer. Please Help =<

    [This message has been edited by kilokakes (edited 06-29-2022 @ 11:22 AM).]

    posted 30 June 2022 02:03 AM EDT (US)     872 / 873  
    I will ask kindly not to modify my maps for the purpose of cheating unless you modify the map name to make it clear it is a modified version.

    If you want to to go on a "power run" where you got extra favour why not simply play with cheats on and use Mount Olympus cheat or host in deathmatch mode which I think gives a favour trickle? That saves you modifying the map.
    posted 30 June 2022 12:35 PM EDT (US)     873 / 873  
    Hello Nottud! Thank you so much for the reply! I actually thought about allowing cheats after submitting this post. I will go with that to make it easy on me xD. I thoroughly enjoy your maps along with many of my friends in the AOM community. Thank you for your maps! =)
    « Previous Page  1 ··· 10 ··· 20 ··· 33 34 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