This is an updated y trigger pack for patch 2.8 that builds and improves upon the y trigger redesigned for patch 2.7 but uses the new updated commands for patch 2.8. This version should be used in all new cases for patch 2.8 as the command used as version 2.7 is now broken as of 2.8.
You can read up about y triggers redesigned: https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,30104,,10
I have added some new trigger effects taking account of new commands from 2.8. For more information on the new commands visit: https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,30130,,10
Recent new additions:
Timebase Searching
This is similar to a yDatabase except that the game time in milliseconds is recorded at the time is was added. When searching you specify a future time delta from the time it was added. When the time is reached or exceeded the search will find that unit which you can apply effects. The clock of the unit is then incremented by the provided time allowing to be found again when that time passes. This will continue until removed.
An additional y condition of "yCondition - timebase trigger count" can be used to apply different behaviour based on how many times a particular unit has been triggered - e.g. remove after being triggered 10 times.
A timebase otherwise acts like a regular yDatabase and all y commands can be used as normal.
A use of this could be having a created unit spawn 5 followers over a period of time for each one created, or giving units a "lifespan" before something happens - e.g. explode, transform, etc.
Vanishbase Searching
This allows for discovery of units that have disappear form the game. This acts like a yDatabase in principle and you can add units to it in the same way. However triggering occurs when a unit disappears from the game. You perform a search similar to how you do with a yDatabase except that instead you don't have a unit (As it is gone) but instead have the option of being provided information about the unit as it disappeared of its position and owner. You can then apply effects using that information such as army deploying at the location of the death. Unfortunately due to the lack of a unit the y trigger effects cannot be used here and so the start and end searches are not y effects, however because the concept is similar they are included in the pack. (Course you could always deploy a unit to be found by a regular ySearch)
A use of this could be adding a projectile to it to have an effect occur when it hits the target and disappears
INSTALLATION:
Drop the file into your trigger2 folder.
IMPORTANT
This will only work on patch 2.8 or later.
Did update as an internal command for unit orientation got renamed.
nottud Staff
File Author
Posted on 06/08/20 @ 05:57 PM
Added override animation command.
nottud Staff
File Author
Posted on 06/10/20 @ 06:48 PM
Added override animation path trigger.
nottud Staff
File Author
Posted on 06/19/20 @ 02:42 PM
I have restructured the triggers based on selection now being a lot faster which should remove a lot of bugs and inconsistencies as well as the internally reselect unit effect which was confusing.
Let me know if you run into any issues.
nottud Staff
File Author
Posted on 07/03/20 @ 07:53 AM
yInvoke god power has option to NOT use selection which is required for some god powers to function properly.
nottud Staff
File Author
Posted on 04/01/21 @ 09:34 AM
ySearch can now including existing units on search start.
Added timebase and vanishbase:
TIMEBASE SEARCHING
This is similar to a yDatabase except that the game time in milliseconds is recorded at the time is was added. When searching you specify a future time delta from the time it was added. When the time is reached or exceeded the search will find that unit which you can apply effects. The clock of the unit is then incremented by the provided time allowing to be found again when that time passes. This will continue until removed.
An additional y condition of "yCondition - timebase trigger count" can be used to apply different behaviour based on how many times a particular unit has been triggered - e.g. remove after being triggered 10 times.
A timebase otherwise acts like a regular yDatabase and all y commands can be used as normal.
A use of this could be having a created unit spawn 5 followers over a period of time for each one created, or giving units a "lifespan" before something happens - e.g. explode, transform, etc.
VANISHBASE SEARCHING
This allows for discovery of units that have disappear form the game. This acts like a yDatabase in principle and you can add units to it in the same way. However triggering occurs when a unit disappears from the game. You perform a search similar to how you do with a yDatabase except that instead you don't have a unit (As it is gone) but instead have the option of being provided information about the unit as it disappeared of its position and owner. You can then apply effects using that information such as army deploying at the location of the death. Unfortunately due to the lack of a unit the y trigger effects cannot be used here and so the start and end searches are not y effects, however because the concept is similar they are included in the pack. (Course you could always deploy a unit to be found by a regular ySearch)
A use of this could be adding a projectile to it to have an effect occur when it hits the target and disappears
[Edited on 04/01/21 @ 09:34 AM]
nottud Staff
File Author
Posted on 04/01/21 @ 09:51 AM
Added option to "catch up" time when using timebase. This sets the internal clock to the current time rather than incrementing the internal counter by the time. You will notice a difference if you fire event a looping trigger performing the search that was previously inactive. Default of off will repeat until caught up time wise, enabling means it is essentially reset to the current time on the first iteration meaning it would only run at most once immediately.