Petitomi
Mortal
posted 16 February 2019 02:33 PM
EDT (US)
676 / 891
hm...yeah... for the Shields and for the Flags.
I am a beginner, soo... I will read this page, thank you !
scragins
Heretic of December
posted 18 February 2019 09:29 AM
EDT (US)
678 / 891
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.
Petitomi
Mortal
posted 14 March 2019 09:37 PM
EDT (US)
679 / 891
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,
BUT
Gmax exporter DIDN'T WORK...
any Idea or link to download a usable exporter?
Thank you for your help.
xgrubsonx
Mortal
posted 01 May 2019 01:20 PM
EDT (US)
680 / 891
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)
nottud
Demigod
posted 02 May 2019 02:03 PM
EDT (US)
681 / 891
Just select a unit and use the army deploy trigger UI to create it from the selected unit.
scragins
Heretic of December
posted 25 June 2019 05:19 AM
EDT (US)
684 / 891
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.
nottud
Demigod
posted 25 June 2019 04:58 PM
EDT (US)
686 / 891
Does Úmaged work on the TC? If not maybe "Player unit count" ?
WinterGod
Mortal
posted 02 July 2019 11:07 PM
EDT (US)
688 / 891
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.
Noxon
Mortal
posted 03 July 2019 08:41 AM
EDT (US)
689 / 891
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.
scragins
Heretic of December
posted 04 July 2019 05:11 AM
EDT (US)
690 / 891
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 (I’m 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.
scragins
Heretic of December
posted 09 July 2019 08:34 AM
EDT (US)
692 / 891
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.
Aomforever
Mortal
posted 30 July 2019 08:03 AM
EDT (US)
693 / 891
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.
scragins
Heretic of December
posted 30 July 2019 08:17 AM
EDT (US)
694 / 891
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 don’t 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.
Aomforever
Mortal
posted 30 July 2019 08:26 AM
EDT (US)
695 / 891
Thanks, this has been bothering me for a while
Macseafood
Mortal
posted 06 August 2019 10:05 AM
EDT (US)
697 / 891
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.
Niley
Mortal
posted 06 August 2019 12:52 PM
EDT (US)
698 / 891
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
Macseafood
Mortal
posted 06 August 2019 02:17 PM
EDT (US)
699 / 891
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'?
Niley
Mortal
posted 07 August 2019 12:52 PM
EDT (US)
700 / 891
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.