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Topic Subject: Advanced Triggers Set
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posted 02-06-07 01:07 AM EDT (US)   
Advanced Triggers Set

     This was originally released for Age of Mythology, but Age of Empires III works on the same stuff... Not sure if too many designers left around here but it's always good to give the option.

==============================

     These effects/conditions should add a whole new dimension to your designs.

www.pftq.com/Advanced_Triggers/

     You can download from there until it is approved by mods here.

     Please READ THE README - there are a lot of features put into these effects.

     EVEN IF YOU HAD THESE EFFECTS BEFORE, THEY ARE SIGNIFICANTLY IMPROVED AND FIXED - one skim over the "CHANGES AND UPDATES" should tell you that.

===================================

CHANGES AND UPDATES


For those who have downloaded these effects/conditions before, please delete them and install these. Not only are countless issues fixed and many improvements made, the new files keep the effects/conditions seperate from the original and easy to remove/update.

Changes from the original effects/conditions include:
- Center/Target Unit now works perfectly
- All units can be used to Center/Target Unit (even Cinematic Block)
- All fields accept any form of data INCLUDING but not limited to:
-- Quest Var Code (enter trQuestVarGet("QVNAME"))
-- Player Stats (enter trGetStatValue(PLAYER, STATID_NUMBER))
-- Math Operations (5*PlayerStat)
-- Any XS Code (just open the typetest.xml and start digging!)


     XS Effects/Conditions have been included to allow you to enter any form of data for the original effects/conditions as well, even the Unit Selection. This allows you to make use of "QV Set OBJECT ID" effects and enter the QV with the OBJECT ID stored.

==== Trigger Set Version Updates ====

*February 7 2007:
- Army Add/Remove Unit accepts multiple unit selections, under request of unnamed person.
- Quest Var Compare Group and Save Highest/Lowest fixed when using > or <. Wrong version was put into pack.
- ID Viewer allows multiple unit selections, under same idea.

*February 5 2007: Released.

===================================================

THE EFFECTS AND CONDITIONS


--------COMPATIBILITY--------


<< Sharing Scenarios >>
     Triggers do not "mod" games. They are saved and carried with scenarios that use them. Therefore, people who view a scenario with these effects/conditions do NOT require them installed.

<< Online Usage >>
     All effects/conditions, whose standard counterpart works fine online, will also work fine online. Those that have counterparts which normally do not work online (Teleport), will not work online. Also take note if the effect/condition name contains "MP" or "SP", signifying whether the effect/condition is designed for Multiplayer or Singleplayer.

<< Modding my game?! Will I be able to play online?! >>
     Of course you will. This is not a mod in the general sense, but rather an add-on to the editor. It will not affect your normal gameplay.

-------LIST OF EFFECTS AND CONDITIONS------


     These are all the effects/conditions contained in this set:

Army Operations
- Army Add/Remove Unit
- Army Add/Remove Unit of Type
- Army Add/Remove Units in Area (Center Unit)
- Army Add/Remove Units in Area (Point)
- Army Copy From Army
- Army Remove Units with HP
- Army Remove Units with Percent HP
- Army Remove Units by Index
- Army Remove All Units (Clear)
Change Name in Area
- Change Name in Area (center unit)
- Change Name in Area (point)
Convert in Area
- Convert Units in Area (center unit)
- Convert Units in Area (point)
Copy Units in Area
- Copy in Area SP (center unit)
- Copy in Area SP (point)
- Copy in Area MP (center unit)
- Copy in Area MP (point)
- Copy/Convert in Area SP (center unit)
- Copy/Convert in Area SP (point)
- Copy/Convert in Area MP (center unit)
- Copy/Convert in Area MP (point)
ID Viewer
Move to Self in Area
- Move to Self in Area (center unit)
- Move to Self in Area (point)
Near Unit Effects
- Army Build Building Near Unit
- Army Deploy Near Unit
- Army Move Near Unit
- Army Teleport Near Unit
- Invoke God Power Near Unit
- Move From Area To Near Unit
- Move Near Unit
- Teleport Units to Near Unit
- Unit Build Building Near Unit
- Unit Create Near Unit
Near Point Effects (Optional, Pt File)
- Army Build Building Near Point
- Army Deploy Near Point
- Army Move Near Point
- Army Teleport Near Point
- Invoke God Power Near Point
- Move From Area To Near Point
- Move Near Point
- Teleport Points to Near Point
- Unit Build Building Near Point
- Unit Create Near Point
QV Compare Group Set
- QV Compare Group (Condition)
- QV 1- Start Highest or Lowest
- QV 2- Save Highest or Lowest
QV Set Army Effects
- QV Set Army Num. Units
- QV Set Army Current HP
- QV Set Army Max HP
- QV Set Army Health (Percent HP)
- QV Set Army Num. Units with Min. Health
- QV Set Army Unit OBJECT ID
QV Set Unit Effects
- QV Set Unit Current HP
- QV Set Unit Max HP
- QV Set Unit Health (Percent HP)
- QV Set Unit Action Type ID
- QV Set Num. Workers on Unit
- QV Set Unit OBJECT ID
- QV Set Unit (OBJECT ID) in Area (Center Unit)
- QV Set Unit (OBJECT ID) in Area (Point)
QV Set Units in Area
- QV Set Units in Area (Center Unit)
- QV Set Units in Area (Point)
QV Set Distance to Unit
Scatter Effects
- Scatter - Random in Area (center unit)
- Scatter - Random in Area (point)
- Scatter - From Original Location (center unit)
- Scatter - From Original Location (point)
Teleport Units in Area
- Teleport Units in Area (center unit)
- Teleport Units in Area (point)
To Unit Effects
- Army Build Building At Unit
- Army Deploy To Unit
- Army Teleport To Unit
- Invoke God Power At Unit
- Move From Area To Unit
- QV Invoke God Power At Unit
- Teleport Units in Area (center unit) To Unit
- Teleport Units in Area (point) To Unit
- Teleport Units to Unit
- Unit Build Building At Unit
- Unit Create At Unit
XS Effects/Conditions
- XS version of all appliable effects/conditions

[This message has been edited by pftq (edited 02-08-2007 @ 00:19 AM).]

Replies:
posted 02-07-07 01:31 AM EDT (US)     1 / 55  
These new effects are great.

They open many new possibilities for our scenarios.

I would highly recommend them to any designer.

Great job pftq.

[This message has been edited by MosheLevi (edited 02-07-2007 @ 03:28 AM).]

posted 02-07-07 03:17 AM EDT (US)     2 / 55  
Jeez PFTQ, where do you get the energy from? LOL man, great stuff, thank you.
I hope ES will see this and make CSO posible, because it is a shame to waste this great work, you and our fellows creators have done all this time.
If i may i want to report this in ES's forums (Case for CSO-part2)... waiting for permission. Thanks.

Regards,

Xamolxis

posted 02-07-07 03:36 AM EDT (US)     3 / 55  

Quote:

I hope ES will see this and make CSO posible, because it is a shame to waste this great work, you and our fellows creators have done all this time.
If i may i want to report this in ES's forums (Case for CSO-part2)... waiting for permission. Thanks.
Regards,

Xamolxis

That is a very good idea, Xamo.

However, if you create a separate thread in the general forum then ES moderators will move it to the scenario forum.
Still, you can do that just to get their initial attention.

You may also want to post this information in "The Case for Custom Scenarios Online" which is more visible, and they cannot move your post.

Of course you can do both.

Your new effects make Custom Scenarios more powerful.
Thanks to your effects I was able to make triggers that allow players to construct fixed gun anywhere on the map, and it always works, where before it was working only in some cases due to editor bugs.

Good job pftq.

posted 02-07-07 03:40 AM EDT (US)     4 / 55  
I've downloaded a lot of your triggers, they make AI behavior a whole lot easier

| Botolf the Crazed |
There's treasure everywhere!
Winner of the Kman Lame Puns Award
posted 02-07-07 04:52 AM EDT (US)     5 / 55  
Wow thats a whole lot of triggers, good show man.
posted 02-07-07 07:29 AM EDT (US)     6 / 55  
So many new things to play with! I'll have to get my head round what each of them do. Great stuff pftq!

Getting credit for kjn's work: New Editor2 Expansion Patch
posted 02-07-07 10:24 AM EDT (US)     7 / 55  
pftq,

I think Ensemble has to hire you, really, they must do that.
First you did the invisible walls for no rush games, now this.

Do you want me to talk to them?

Where do you leave? In the USA? Can you relocate? I am serious.


Sandy told me once that Ensemble’s programmers couldn’t make the AI build walls around the base because they couldn’t figure out how to make the AI build a wall around the map objects.
That is why the AI doesn’t build walls in AOE3.

With your new effect “Army Build Building At Unit” you can have a villager walking around the base and execute this effect to build a wall right next to himself.
Since units know how to walk around objects, building the wall (if it is really at the unit) around the base (and around objects) would be possible.

So who is willing to take on this challenge?
After you do it you can send a sample scenario to Ensemble and see what they think about it.

[This message has been edited by MosheLevi (edited 02-07-2007 @ 10:39 AM).]

posted 02-07-07 11:00 AM EDT (US)     8 / 55  
Or you can use the "Near Unit" effects as well.

Check out the demonstrations of "Near Unit" on the link.

posted 02-07-07 11:42 AM EDT (US)     9 / 55  
Moshe, If you want AI walls so badly just re-activate the wall function ES wrote in the AI script and they build walls Although it does mess up all previous scenarios and may result in the AI locking themselves inside without an exit. Try it, it's a different sort of gameplay on RMs.

I just had a look at the square wall screenshot, lots of fun to be had with that trigger! Thanks again pftq.


Getting credit for kjn's work: New Editor2 Expansion Patch
posted 02-07-07 11:44 AM EDT (US)     10 / 55  
pftq,

You didn't answer my question - do you want to work for Ensemble?

I can put a word for you.

[This message has been edited by MosheLevi (edited 02-07-2007 @ 12:13 PM).]

posted 02-07-07 04:43 PM EDT (US)     11 / 55  
Approved. Nice work :]

[][][][][][][][][][][][][][][][][][][][][][][][][][][]
[][][][][][][][][][] Stonewall J [][][][][][][][][][][]
[][][][][][][][][][][][][][][][][][][][][][][][][][][]
posted 02-07-07 06:50 PM EDT (US)     12 / 55  

Quote:

pftq,
You didn't answer my question - do you want to work for Ensemble?

I can put a word for you.

lol a bit far out though. I don't quite think I'm that good yet.

posted 02-07-07 07:26 PM EDT (US)     13 / 55  

Quote:

lol a bit far out though. I don't quite think I'm that good yet.

pftq,

You are too modest.
Ensemble needs people like you.

You are the one who invented the invisible wall and made “No Rush” games possible.
Sandy said several times that there are too many issues with a no rush game and was told by his programmers “No Rush” game it is too difficult to do.
Then you came up with the invisible wall solution (with furb’y help), and Ensemble had no choice but to implement the “Treaty” game type (no rush).
The funny part is that they didn’t use the invisible wall solution and their “No Rush” has issues where yours is perfect.
And you are telling me that you are not good enough?

Now you came up with 60 more effects that are not included with the game.
I am sure they can use your help.

Try to apply to one of their positions.
Their web site has new openings all the time.
With resume such as yours you have a good chance to be accepted.

Quote:

Moshe, If you want AI walls so badly just re-activate the wall function ES wrote in the AI script and they build walls.

PureAlbino,

No, I don’t need this so badly.
If I want the AI to have walls then I just build walls around his base in the editor, and that solves the problem.

I was just playing with the idea.

[This message has been edited by MosheLevi (edited 02-07-2007 @ 07:28 PM).]

posted 02-07-07 07:53 PM EDT (US)     14 / 55  
The online usage bit was a bit unclear, if i download the triggers would i be able to play online? or do i have to remove some triggers before playing online?

If James Bond 007 is such a good special agent then why does he have to escape so often?
posted 02-07-07 08:20 PM EDT (US)     15 / 55  
It works fine online. It is not a mod (in general sense) but rather an add-on.

If you use the triggers in your scenario, they will be saved to the scenario and carry on to whoever plays the scenario. The person playing your scenario doesn't need the triggers installed.


If you mean you yourself playing on ESO, there will also be no problems. Again, this is not really a "mod" but an add-on.

[This message has been edited by pftq (edited 02-07-2007 @ 08:20 PM).]

posted 02-07-07 08:42 PM EDT (US)     16 / 55  
Thanks. Good Job

If James Bond 007 is such a good special agent then why does he have to escape so often?
posted 02-08-07 11:32 AM EDT (US)     17 / 55  
Well done PFTQ (<3 PFTQ ), great new trigger set! I'll be using them right away!

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG

[This message has been edited by RiderOfEternity (edited 02-08-2007 @ 11:32 AM).]

posted 02-12-07 12:29 PM EDT (US)     18 / 55  
Hi, would like to have your teleport in area trig effect work with an ai unit build type, open it for scene loading type map.

Also very interested in the ai personality type responces to win lose memory at game start for skirmish. And how this could be used in map loading & for scaling map wieght on game end, and progress. For things like which units are alive or dead at the end of a game, and other very usefull info for levels, so on.

ideas welcome

[This message has been edited by sziggi (edited 02-12-2007 @ 12:30 PM).]

posted 02-12-07 02:46 PM EDT (US)     19 / 55  
I get the feeling what you are requesting is already in the pack.. but I don't quite understand what you are requesting.

Quote:

Hi, would like to have your teleport in area trig effect work with an ai unit build type, open it for scene loading type map.

Do you mean you want to fire a trigger containing Teleport Units in Area when a certain unit type is built?

You can use QV Set Unit OBJECT ID in Area to grab the Object ID of a building in the area - then use XS Teleport in Area to use OBJECT IDs as center unit.

OBJECT IDs will be set to -1 if the selection does not exist.

I can make a Units in Area Adv. to avoid the use of QVs if you want.

[This message has been edited by pftq (edited 02-12-2007 @ 02:47 PM).]

posted 02-12-07 08:03 PM EDT (US)     20 / 55  
Hi pftq, going to work with the unit id, think I'll find what I need there. The ai map recognition is more than I can deal with right now, so thats another thing for another time. I'll come back with some info on how my tests are going and give a taste of how I would like to use this great effect.
posted 02-13-07 03:12 PM EDT (US)     21 / 55  
Hello, well don't really see the need to stipulate the units names with the teleport, seem to send men along pretty well, going to do a few things with it as far as a split map with distance on a timed teleport, see whats what.

@pftq dude awesome triggers used a few finishing up a scn. Going to highlight a few of your triggers in my next map. Thankx for taking the time, very nice stuff.btw that viewer is really the coolest thing, good stuff.

[This message has been edited by sziggi (edited 02-14-2007 @ 10:49 AM).]

posted 02-14-07 11:59 AM EDT (US)     22 / 55  

pftq,

Is it possible to use your advanced triggers to assign units in area to an army, so later on we can refer to that new assigned army in other triggers?

If so, how can we do that?

posted 02-14-07 01:47 PM EDT (US)     23 / 55  
Moshe not sure what your looking for with the armies, yet simple is best, try and refine you idea

ok heres a pict of the portals "stairs" the teleporter uses.

Image Hosted by ImageShack.us

posted 02-14-07 02:37 PM EDT (US)     24 / 55  

Quote:

Moshe not sure what your looking for with the armies

In my scenarios I use a combination of “Hard” AI (from skirmish games) with another AI player that I control as part of my triggers.

The problem is that the AI that comes with the game (the first AI) doesn’t attack in a wise manner and sometimes it just sit there doing nothing.

I want to select all the AI’s units around its town center (e.g. 100 radius), convert them to the AI player I control, and assign all these units to an army.
At that point I can use this army for specific missions via other triggers (such as flanking the human player, and so on), and after that to convert them back to the original AI (if there are any units left).
This way I can make sure the AI doesn’t sit doing nothing.

So I want to know if there is a way to do that using pftq’s events.

posted 02-14-07 02:47 PM EDT (US)     25 / 55  
Convert/Change Units in Area (Center Unit)

This is the trigger pftq made and works pretty nicely. This will also change the play type, to say a cinematic block- so also doubles as a "Remove" trig effect.

About the ai, some of the major things that will screw up the ai is the location (location, location, location), of town and enemy. Making sure your choke points are clean and moving things like farms for space and making sure he's got his first free meal, will perk him up. Also another tid bit I saw used in the new campaign is you can hold that ai block and don't have to drop it till your ready for action. Most of all we know he's happiest on an "skirmish" map, so making him comfortable is half the battle.

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