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Scenario Design
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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.





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 / 856  
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 / 856  
    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 / 856  
    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 / 856  
    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 / 856  
    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 / 856  
    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
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