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Topic Subject: AOK Trigger Studio
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posted 03-07-05 08:00 PM CT (US)   
AOK Trigger Studio, a beta application written by me, DiGiT, that serves as a supplement scenario editor for AOK.

See the official website and the SourceForge project page to download and for much more info. (I've updated it with a lot of the information included in the old thread.)

For those of the that read the SCX Format thread, I finally motivated myself to create a real topic. I will post new version releases here. You will post bug reports and suggestions, but please make sure the suggestions are not already listed on the website before suggesting them.

Things to test
* Nothing right now.

Semi-current todo list removed in favor of bug tracker.

Below are all the version announcements made in the old thread.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.

[This message has been edited by DiGiT (edited 04-07-2010 @ 10:11 AM).]

Replies:
posted 03-07-05 08:31 PM CT (US)     1 / 818  
Yay! Progress is good. I remember when you started.

¯\_(ツ)_/¯
posted 03-07-05 09:11 PM CT (US)     2 / 818  
kool, I had a really old version, but I accidentally deleted. Im going to install again.

(btw I know how to spell cool, I just like that way better )


Crusader
I've been away, but now I'm back.
Just Life scenario is still under progress and will not be abandoned untill finished
Click here to sign up for playtesting or see screens.
Thank you for reading this messege, now back to your regular scheduled program
posted 03-08-05 05:26 PM CT (US)     3 / 818  
Don't get excited, these are just the past release notices:

Version 0.2.2 released. (08-22-04)

Changes:
More effecient memory storage for units & triggers.
Can add/delete units.
Cleared up a few things with unit list (unit IDs were base6, etc).
Tab sizes all the same. (May not cover all room, though.)
Trigger/Condition/Effect addition & deletion.
Fixed leftover data problem with effects.
Added Cancel & OK buttons to Condition editor (oops).
SCN format supported (hopefully).
Added Trigger list to Effect editor (oops again).
Sped up trigger loading noticeably.

Of course, there's no garauntee I haven't made another newbish mistake. But if I haven't, enjoy!

Cancel that, I did make a newbish mistake. Adding a new trigger to a loaded scenario and then selecting it crashes. Please hold for a bugfix... :-S

Version 0.2.3 Released (08-22-04)
Just a bugfix...

Changes:
Fixed trigger addition crash.
Fixed incomplete compression bug.
Fixed absence of units (oops).
256 Conditions/Effects per trigger.
1024 Triggers per scenario.

Version 0.2.4 Released (08-25-04)

Not many changes, just a couple fixes due to this thread.

Version 0.2.5 Released (09-09-04)

- AI name is automatically filled in for exporting.
- Fixed a bug with Effect Type.
- Added in trigger/effect/condition duplication.
- Changing Effect/Condition type now updates active controls.
- Cleaned up map editor, thanks to The X King's map experimenting.
- Fixed a few version inconsistencies, thanks to Queen Charlotte.
- Organized scenario loading/saving for the geeks.
- Fixed the version info tab problem.
- Fixed last known non-TC problems, thanks to Queen Charlotte.
- Fixed a bug in which units were "saved" across scenarios.

Remarks:
Near the end of readme.txt, there has been a todo list. Now that I have finished the base of the program, I'm really paying attention to that list. So far all of the ideas on there are my own perogative, but I'd like it if you guys would suggest features that you would like. And please, if you're not sure if something's possible, check to see if it's been asked before.

Version 0.2.6 Released! (09-25-04)

Features:
- Condition/Effect lists now show type instead of number.

Bugfixes:
- Correct trigger now displayed in activate/deactivate trigger effects.
- Map enlarging now works correctly.
- No more out-of-bounds errors for units or triggers. (Very rare before, anyway.)
- No more occasional trigger-deletion crashes.
- Unit constant number now updates when a new one is selected.
- Removed an undocumented 256 effect/condition limit during loading.
- Player 1's initial view now correctly displayed. (It was ES's fault, anyway.)
- AI/Bitmap exporting now automatically selects the correct directory.

Known Issues:
- Making a map smaller will cause AOK to crash.

Version 0.2.7 Released! (12-22-04)

Bugfixes:

  • Trigger display order wasn't written to scenario correctly. (Why didn't anybody tell me about this?)
  • Effect object unit selection didn't save.
  • Condition adding sometimes caused memory corruption.
  • Effect/Condition editor controls didn't update when the type was changed.
  • Target player wasn't enabled when editing a Send Tribute effect.
  • Scenario wasn't closed properly if an error occured while opening.
  • OK, Cancel, Apply buttons showed up at the bottom of the editor if an error ocurred during program initialization.
  • Update of current editor dialog wasn't completely reliable if a new scenario was opened.
  • A memory leak ocurred involving empty strings in a scenario.
  • Player diplomacy weren't displayed correctly.
  • Unit changes weren't saved if the unit constant was changed.
  • Trigger list got corrupted if a trigger was deleted.
  • Units added by AOKTS weren't displayed in AOK.
  • Revamped Trigger Tree code (phew) for improved stability.
  • Attempting to edit an Effect/Condition's name caused the window to flicker.
  • High unit IDs displayed negative.
  • Create Object, Task Object, Unload, and Place Foundation effect editing didn't allow modification of the y-location control.
  • Terrain editor doesn't allow more than 3 numbers in the selection boxes.
  • Change Diplomacy effect editing didn't allow modification to target player.

Features:
  • Accelerator keys (Ctrl+O and Ctrl+S) now work.
  • Faster loading and saving of scenarios. (No noticeable delay ever on my 1.3gHz machine.)
  • Scenario opening now possible using command line parameters. (See How to Use section.)
  • More user-friendly map/terrain editor dialog.
  • Effect text and messages modification faster. (Delay probably wasn't noticeable on anything above 90MHz anyway.)
  • Improved unit editor.
  • aokts.ini now supported. (Contains settings for decompressed file only, for now.)
  • Closing a scenario now updates the current window instead of switching to the messages editor.
  • Adding and duplicating a trigger now inserts the new node after the current selection (instead of the bottom of the tree).

Notice: There is now a configuration file, aokts.ini, included in the zip. It currently allows one to customize the settings for the temporary decompressed scenario.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-08-05 06:11 PM CT (US)     4 / 818  
*gets exicted*
*reads updates*
*excitement ends*

Crusader
I've been away, but now I'm back.
Just Life scenario is still under progress and will not be abandoned untill finished
Click here to sign up for playtesting or see screens.
Thank you for reading this messege, now back to your regular scheduled program
posted 03-08-05 06:33 PM CT (US)     5 / 818  
Now DiGiT...don't forget the age old bug: The player in effects and conditions is offset!!!!!!! GAIA in AoK is player one in AOKTS if anyone wants to know which direction it is.

also, what is stored in the .scx file for techs? is it the number or are you somehow reading the name directly (i think it's the number). If it is the number, i know you already said you'd do this but make it so the number is visible. If you do that i can get you an entire list (with numbers this time!!).


pi is 3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651
posted 03-15-05 09:14 PM CT (US)     6 / 818  
Version 0.2.8 Released!

Bugfixes:

  • Objective order didn't load properly.
  • Selecting GAIA in the player editor allowed edits of non-editable stats.
  • Trigger editor was just plain unreliable.
  • Changes in effect/condition editors still saved even if dialog canceled.
  • Resource controls in effect/condition editors now function. (Thanks zyxomma.)
  • Some triggers were sometimes double-displayed after deleting a trigger.
  • Condition editor didn't save player value changes. (Thanks Hamster.)
  • Player values were offset in conditions & effects. (Thanks Hamster.)
  • Diplomacy wasn't saved correctly. (Thanks askmiky.)
  • Effect editor's trigger index and unit constant controls allowed user-typed values.
  • Effect editor's trigger index control sometimes double-displayed triggers after deleting one.
  • Triggers were saved backwards in scenario file.
  • Disables editor can now display disables, but not edit them.
  • Trigger tree took an unnecessarily long time to reset when new scenario opened.
  • Failure to export bitmap wasn't reported.
  • Unit constants were corrupted in AOK after saving with AOKTS.
  • AOKTS occasionally crashed during scenario reset if trigger editor was active.
  • Unknown Tech IDs were displayed with 1024 added to the ID value.
  • Effect editor will now display all the technologies.

Features:

  • Closer to 64-bit compatability.
  • Added support for editing player's OreX resource. (Useful? Probably not.)
  • Trigger tree will now show current selection even if the window doesn't have focus.
  • Trigger editor doesn't allow 0-length trigger names. (We'll see about this one.)
  • Renamed the "Close" menu option to "Reset" to more accurately define its purpose.
  • Renamed the "File" menu to "Scenario" just to break tradition.
  • Improved error handling during scenario reading.
  • Adding triggers now gives the new trigger an identifying number.
  • Added controls to player editor to edit unknowns (in debug build only).
  • Effects/Conditions can now be added if sibling effect/condition is selected.
  • Effect editor now displays triggers in order. (Unlike AOK!)
  • Marginal AOE scenario support added. (It'll at least tell you it doesn't recognize it. :-D)
  • Adding a trigger now inserts it below the currently selected trigger.
  • Added a status bar, along with success messages for open/save. (More messages to follow.)
  • AIs can now be imported. (Beware importing from different directory.)
  • Unit list can now be sorted by ID or Unit Name.
  • Added a statistics dialog. (Thanks geebert.)
  • Triggers can now be cut/copied/pasted.

Known Issues:

  • Unit groups don't function.
  • Disables editor can only view disables, not edit them.
  • Technology list is very incomplete.

As you can see, it's been a long one! I hope you don't mind the wait too much! As always, though, this hasn't been fully tested, only on one or two scenarios, so please test and submit bug reports the most you can and expect the least you can!

And Hamster, the effect editor now displays techs just for you (for me).

Oh, and I forgot to say: If anybody has anything to add to the aokts webpage for can do, can't do yet, will never do, or any FAQs, please suggest them here.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.

[This message has been edited by DiGiT (edited 03-15-2005 @ 09:20 PM).]

posted 03-16-05 00:04 AM CT (US)     7 / 818  
Things to do:

  1. A recently used filelist
  2. Be able to check the amount of units of one type
  3. Be able to view all of the scenario's units
  4. Disable changing the Initial View of GAIA
  5. It you selected a trigger and then resetted, to reset the trigger description
  6. Not allowing Player 1 to be deactivated
  7. Reset the statusbar text when you reset the file
  8. Sort the Unit Constant list in the Effects editor
  9. Sort the Units list in the Units tab(by ID and Name)
  10. Maybe save the savegame.tmp's into another folder(or the same folder that AoKTS is in), but rename them to what the scenario is called, such as "helmsdeep.tmp"

Bugfix:


  • When you try to add a new unit into an existing scenario it justs displays the unit's number, but not the name
  • I noticed that AoKTS crashes when you play around in the Players tab

Why, for the "Rotation .. pi" list does it go past "4/4" pi, such as "7/4" pi?
What is Ore X for?

[This message has been edited by geebert (edited 03-16-2005 @ 00:08 AM).]

posted 03-16-05 08:48 PM CT (US)     8 / 818  
Cool, thanks for your suggestions.

Quote:

A recently used filelist


OK, it's on my todo list, shouldn't take me too long.

Quote:

Be able to check the amount of units of one type


You mean check how many of each unit constant are placed across all players? Something else? Please clarify.

Quote:

Be able to view all of the scenario's units


Don't quite get what you mean here, sorry.

Quote:

Disable changing the Initial View of GAIA
It you selected a trigger and then resetted, to reset the trigger description
Not allowing Player 1 to be deactivated
Reset the statusbar text when you reset the file


Done. Thanks.

Quote:

Sort the Unit Constant list in the Effects editor


Done for effects and conditions.

Quote:

Sort the Units list in the Units tab(by ID and Name)


Didn't I do this??

Quote:

Maybe save the savegame.tmp's into another folder(or the same folder that AoKTS is in), but rename them to what the scenario is called, such as "helmsdeep.tmp"


Hmmmm. When I've wanted to have multiple decompressed scenarios to compare, I've just renamed the .tmp file myself. Maybe I'll name them after the scenario eventually, but that's too much work.

Quote:

When you try to add a new unit into an existing scenario it justs displays the unit's number, but not the name


Yeah, that's on my todo list, I need to cleanup the unit editor code a bit.

Quoted from geebert:

I noticed that AoKTS crashes when you play around in the Players tab


I've never seen it crash here. Can you try and duplicate the bug (get specific instructions to make it happen again)?

Quoted from geebert:

Why, for the "Rotation .. pi" list does it go past "4/4" pi, such as "7/4" pi?


It's stored in radians, the trigonometric way of measuring an angle. A Unit Circle might make it a bit more clear.

Quoted from geebert:

What is Ore X for?


Well, as I said in the changes, I don't know if this will ever be useful, but my general opinion in AOKTS is "If it's there, make it changeable." Maybe someday Berserker Jerker will find a way to detect a player's OreX stockpile with AI. Who knows.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-16-05 10:31 PM CT (US)     9 / 818  
I didn't even know there was an OreX. There is something called OREMN, as well as POREX and the Pile of Gold, but AFAIK POREX and the Pile of Gold are simply gold and OREMN is unminable.

zyxomma100- Age of Kings Heaven forumer
Proudly thwarting Dark_Aro's evil plans since 2002
"There is nothing more sad than watching a teutonic knight chasing a petard."
posted 03-16-05 11:09 PM CT (US)     10 / 818  
Where do I get the latest version? The older version I had screwed up my map. Now I hope it is a less buggier version.
posted 03-17-05 05:40 PM CT (US)     11 / 818  

Quoted from zyxomma:

I didn't even know there was an OreX. There is something called OREMN, as well as POREX and the Pile of Gold, but AFAIK POREX and the Pile of Gold are simply gold and OREMN is unminable.


Oh. Maybe I'm the only one that figured this out, lol. I guess it's because I spent such a long time in the *.dat files.

Quoted from Unit Constant List:

248Pile Of Stone (PSTON)
249(POREX)
250Longboat (LNGBT)
251Goldminer, Disabled (OLD-GOLDMINER)
252Pile Of Gold (PGOLD)
253Pile Of Wood (PWOOD)


Well, I have no clue what Longboat is doing there. But notice that the piles are P[RES]. So, if there's a POREX that's a pile, I think it's safe to assume that there is a resource called OREX. Now also notice the OLD-GOLDMINER. ES marked disabled units "OLD", like OLD-ACADEMY and OLD-GATOR. Maybe this goldminer was actually destined to be an Ore miner? Also, the mines are STONM and GOLDM, so wouldn't OREMN imply that there's an ore resource? Also, the resources saved in the scenario store the space for 5 resource. Yes. 5.

I think this all adds up to pretty conclusive proof that there was once a 5th AOK resource.

Quoted from MK:

Where do I get the latest version?


At the website. I guess I didn't make that very clear, sorry.

Quoted from MK:

The older version I had screwed up my map. Now I hope it is a less buggier version.


In what way? It's possible I can fix it for you.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-17-05 07:34 PM CT (US)     12 / 818  

Quote:

Be able to view all of the scenario's units

I meant the units list on the left side of the Units tab.

Quote:

Be able to check the amount of units of one type

I meant that you would be able to select the unit on the list on the right side of the Units tab and it would display how many units you have of one type.

Quote:

Sort the Units list in the Units tab(by ID and Name)

I meant that you could sort the list on the right side of the Units tab.

Sorry about all of the confusion

posted 03-17-05 07:37 PM CT (US)     13 / 818  
A little off topic, but why did they leave the beta units in? Why didn't they take them out? I'm very glad they didn't, but they did, and why?

CCC###CC#CCC#CCCC#CCCC###CCC#CCCCCCC#CCCCC
CCC#CCCC##C##CCC#C#CCC#CC#CC#CCCCCC#C#CCCC
CCC###CC#C#C#CCC###CCC###CCC#CCCCCC###CCCC
CCCCC#CC#CCC#CC#CCC#CC#CCCCC#CCCCC#CCC#CCC
CCC###CC#CCC#CC#CCC#CC#CCCCC####CC#CCC#CCC
posted 03-17-05 08:25 PM CT (US)     14 / 818  
this is great digit!! three things in an update just for me!

I'll get to work on that tech stuff as soon as i can. For now i think can only download AOKTS but tomorrow...i promise.

ok i went for a tiny bit tonight

?# tech
1 Anarchy
2 Elite Tarkan
18 Anarchy
20 Anarchy
25 Anarchy
26 Anarchy
27 Plumed Archer
28 Anarchy
29 Anarchy
30 Anarchy

I'll do one more test to see which number the REAL anarchy comes up it. I have a hunch that the numbers that show up as anarchy are actually undefined.

EDIT: Ok, you already had Anarchy defined at 16. That proves to my satisfaction, if not anyone else's, that the other numbers are undefined


pi is 3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651

[This message has been edited by Hamster1800 (edited 03-17-2005 @ 09:11 PM).]

posted 03-17-05 10:35 PM CT (US)     15 / 818  
I'm still confused.

Quoted from geebert:

I meant the units list on the left side of the Units tab.


But what about them? "View" them how? Visually?

Quoted from geebert:

I meant that you would be able to select the unit on the list on the right side of the Units tab and it would display how many units you have of one type.


Per player?

Quoted from geebert:

I meant that you could sort the list on the right side of the Units tab.


Well, they're already sorted by name. And they can't be sorted by ID because they don't have IDs. If you mean type constant, I guess I could do that, wouldn't be too hard. But would it be all that useful?

Quoted from Hamster:

I'll do one more test to see which number the REAL anarchy comes up it. I have a hunch that the numbers that show up as anarchy are actually undefined.

EDIT: Ok, you already had Anarchy defined at 16. That proves to my satisfaction, if not anyone else's, that the other numbers are undefined


I'm assuming you're testing this by setting each one in AOKTS then seeing what it displays in AOK. The way I was going to do it once I got around to it was to make one Research Tech effect in AOK per tech listed, and then see what the constants were in AOKTS. But probably either way will work, yours is less efficient but you might find some cool tricks. (Who knows? Maybe tech #18 will research nuclear missiles? )

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-17-05 10:47 PM CT (US)     16 / 818  
Well, that was with the older version. Now I think the newer version will help me. Also I have a feeling that you are right. There is a 5th resource and after all your experiment thingies, it 75% proves that there is a resource such a ore. Well but the thing is how do you get it?
posted 03-18-05 11:57 AM CT (US)     17 / 818  
Is there any way to rename triggers save doing it in AoC?

edit: Oh also, it would be good if you could edit a condition/effect by double clicking on it.
And perhaps there could be some way to set a 'player' for triggers that replaces any references in the conditions/effects. e.g. if you make a trigger for Blue, then duplicate it, you could change it to player 2 and it would change any reference to player 1 into player 2.

[This message has been edited by MoFo_Revolution (edited 03-18-2005 @ 01:12 PM).]

posted 03-18-05 06:29 PM CT (US)     18 / 818  
Hello, I just downloaded the new version and have been testing it. I also have the same request as above, can you please get us to the edit trigger function faster?

It is kind of a drag to click on the trigger and then have to click on edit to get to the edit screen.

How about you automaticly open the edit screen below the editor each time we click on a trigger?

I do not know if this can be done but I for one like fast and easy, not having to click more functions, I think its called intuitive programming.

I think that if I am clicking on the trigger, it must mean that most of the time I am wanting to edit it...

Or... if we can double click on the triiger name to get us to the edit function, I guess this would be my 2nd option.

---------------

Next....

I have been using the copy function alot as this is really what I wanted the most, so I am not using alot of your other functions as of yet...

I notice that when I copy a tigger, your editor does a great job and places a complete copy just below....

Here is what I would like to see...

autmaticly change the player number when I copy it...

Let us say I build a trigger with 3 or 4 conditions and 10 or 12 events all pointing to player 1,

then when I copy it for p2, p3, p4, p5, p6, p7 and p8 I will then have to go back and edit each condition and each event in each of the new copied triggers...

By the time I get done I feel like there could have been a better way.

How about you look at the copy map function again, there is a fine example of what I mean, when we copy the map, it will then ask us if we want to keep the same player number or change it.

I could see that if you can put this in it will then allow us to copy triggers and not even have to edit them.... most of the time.

Thanks and I will keep testing your wonderfull tool.

Thanks again and keep up the great work..


PS> if you would like to start taking donations for your work, I for one would love to donate a little something to you...

Paypal donation button would be great...

Miky!

-----------
Edit...

Just a comment for thought...

I am still using the old way to place a - value,
the reason is that because we use both your new editor and the AOE editor to work on our maps, I find that using your editor to place in a - number, still causes the same old problem, because I will want to edit some triggers using AOE editor, I must place in the 65536 - whatever number I want.

Is there a better way?

Not for me at this time, because I cannot use your editor to place untits on the map I will keep doing most of my building on the AOE editor. I will use yours only to copy triggers.

I have a thought...

I cannot quit place my finger on it, but maybe you will get it...

Using your editor is quite labor intensive, it is very small and sort of hard to find the things that I need, if you can rethink your design a bit, what I think most of us need is to have this editor be easy to use, I know that the AOE editor is very easy and I do not have to search too far to find functions, however on yours I must keep looking from one screen to another to find things???

Just a thought, not a complaint...

Thanks


I am King_Miky ... lol
Email me: askmiky@yahoo.com

[This message has been edited by askmiky (edited 03-18-2005 @ 06:42 PM).]

posted 03-18-05 09:35 PM CT (US)     19 / 818  
ok, I just had another though as I was working on my map...

I wil try not to drag this out however I may not beable to help myself...lol

ok, here it is...

How about building a tool of some kind that will allow us to setup and build multiple triggers just by answering some questions...

Like:

If I want to setup for kills...

This requires many hours of building triggers and I know you can build a script to do it for us...

You know what it takes to build a trigger that will do some thing when a player gets say (5) kills...

What about if I want this to happen every 5 kills upto 10,000 kills, well I have to build 1 trigger for each one, that is 10,000 / 5 = 2000 triggers...

Why would I want this? Because I am a nut... I want to say:

You have 5 kills, you now may go accrost the bridge.

You have 10 kills, you have earned 100 AP

you have 15 kills, you have been given 200 stone to work with.

See my point?

So I will not try and make an example...

Maybe I want to award a player with 10 HP each time he gets 5 kills, and I want this to be for all of the payers...

So if I had a tool, I could set up one basic trigger, or answer some questions, or select from choises, then set for what amount of kills to stop at and then select start.

Your script then could automaticly generate/build all the triggers required and make all the player numbers correct.

Don't forget to let us put in a chat trigger also, then after, we can go back and do a small amount of editing, or if you are into this, maybe you can set up the chat for this function to allow us to place in some bit of code that will put in the proper number or variable???

Like a chat window where we can type in a generic message like this:

--------------------------------------
You have <kills> kills, you have been awarded with 5 HP.
--------------------------------------

and it will look like this for the player:

--------------------------------------
You have 5 kills, you have been awarded with 5 HP.
--------------------------------------

I hope you understand what I am proposing, if not please let me know and I can try again...

Thanks


I am King_Miky ... lol
Email me: askmiky@yahoo.com
posted 03-18-05 11:09 PM CT (US)     20 / 818  
Woohoo, thanks for all your comments and critique. It is greatly appreciated. Oh, and never, ever worry about paying me. There are far more deserving destinations for your money, I'm sure.

OK, about resource 5, you can set it with AOKTS, of course, but I have not as of yet found a way to get some while playing the scenario. And there will never be a way of displaying how much a player has, as should be obvious.

Oh, and you can edit trigger names on the tree itself, just single-click on the name, wait a second, and it should turn into a textbox. Not very intuitive, but it's pretty clean and simple once you know it. I just added a message into the statusbar that says you can do that. Also, I'll make it so double-clicking will edit conditions and effects. What if I do that and take away the ugly "Edit..." button, which I hate?

First of all, about making trigger editing easier. Quite soon I'm going to add the ability to edit multiple effects/conditions at once. That's why I put them in a separate window in the first place. But I just haven't gotten around to this yet.

Also, the player changing and various other automated things will come with trigger scripting, which is to come. First I'm going to allow you to paste triggers into a text editor in textual format, like people do on this forum, which will be useful in and of itself. But then I'm going to add the ability to paste stuff in text back into the program, with variables, like player, or unit type constant. So all of the common triggers will be all pre-made and everything!

About the '-', I'm sorry, there's really no other way to do it. The 65536 overflow is such a messy way of doing it, but I think it's the best we can hope for right now. Actually, as I wrote that, I just thought that there might be a better way. We'll see.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-19-05 02:18 AM CT (US)     21 / 818  
Thank you so very much for all you are doing

I have read all your comments and I understand, seems like you have alot of things on the burrner and I will wait and see how it works out, I will however keep placing my thoughts here for your viewing pleasure

I have at this time built 287 triggers in less that 5 hours using your copy feature.

Most of the real trigger work is still done using AOE editor, then I copy using yours, then edit the copied ones using the AOE editor.

This works fine for my purpose and saving files is not a problem, I am smoking....lol

I think that your editor has already cut my work by about 40%.

If my guess is correct, 40%, this is fantastic. Well it feels fantastic anyway, using your editor is a pleasure. Most of my work at this time is just changing the player numbers in each condition and effect after I copy it.

When you get that feature complete then my work will be cut down 70%.

I figure that by the fact that I will only have to build triggers for player 1, then copy the rest, so I will not have to build the same trigger 8 times, only once...

Thanks

---------------------

PS> I noticed this on your site:

What AOKTS Cannot Do Yet

* Copy, Cut, and Paste triggers.

---------------------

Is that correct? We can copy???

---------------------


I am King_Miky ... lol
Email me: askmiky@yahoo.com

[This message has been edited by askmiky (edited 03-19-2005 @ 02:25 AM).]

posted 03-19-05 02:48 AM CT (US)     22 / 818  
I am having a very difficult time trying to place any beta units, for one thing it will not just list heros like the drop down says, it always shows everything on the list, buidings, units, heros and all.

Plus I do not know what alot of that is, there is no way to know what alot of it is because alot of it is just letters?

Also I guess I do not know how to use it, so far I have not been able to place anything on the map using your editor?

Please can you give me a 2 cent lesson?

I goto the units tab on your editor and then click on the list type and selcet "Heros", but everything is still there?

Then I see that at this time for player 1 I only have 1 unit on the map, so I change that to some other unit, I have place a ship...lol

But how can I know what is what, there is no way for me to know and the list is far too long? What am I doing wrong?


I am King_Miky ... lol
Email me: askmiky@yahoo.com
posted 03-19-05 07:03 AM CT (US)     23 / 818  
by copy, cut, and paste, DiGiT meant the clipboard functions. We can DUPLICATE triggers, not copy them.

pi is 3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651
posted 03-19-05 07:34 AM CT (US)     24 / 818  
i dont really know how to use it. i managed to open it and stuff, but i dunno haw to use it in editor...

MP


[c=red]M A X P O W E R
posted 03-19-05 11:52 AM CT (US)     25 / 818  
Well, I'm glad it's helped. I do believe AOKTS is finally coming to the point where it's useful... even if a little un-intuitive.

Quoted from askmiky:

PS> I noticed this on your site:

What AOKTS Cannot Do Yet

* Copy, Cut, and Paste triggers.


There's always something somewhere that I forget to update when I release a new version. It's updated now, thanks.

Quoted from Hamster:

by copy, cut, and paste, DiGiT meant the clipboard functions. We can DUPLICATE triggers, not copy them.


Oh ye of little faith! This is not true in the new version!

Quoted from askmiky:

I goto the units tab on your editor and then click on the list type and selcet "Heros", but everything is still there?


In the readme.txt, it says "Unit groups don't function" under "Known Issues". This is what I was talking about.

Quoted from askmiky:

Please can you give me a 2 cent lesson?


Yes, right now it's quite annoying, just add a new unit, then select the type you want in the list to the right. Remember you can type in the first letters and the listbox will scroll for you. (Ex: Type "Joa" and it will most likely select Joan of Arc for you.)

Quoted from max_power:

i dont really know how to use it. i managed to open it and stuff, but i dunno haw to use it in editor...


What are you trying to do? I can most likely tell you.

If anyone wants to make some sort of HTML help page for me, I'd greatly appreciate it. Since I built the thing, I'm not very good at thinking about what kind of instructions need to be given.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-19-05 03:17 PM CT (US)     26 / 818  
Great editor, brillant, Some quick points:-

-No hints when mouse over, small but could help.
-Players tab and Condition\Effect editor visually confusing(I know there is a lot in input/output data for both).
-In the condition editor when you slect Difficulty level the edit box next to the label 'Resource:' is enable. Should there be a combo box with difficulty levels.
-In the terrain tab can the map size go above 256 tiles, the value you set as highest, I've done a 10 tiled map so far.

I think the program does what it meant to do. But it is difficult to use sometimes. I think edit boxes, label etc are 'messy', as in not easy to get at. I hope this helps, I really think the program rocks, but needs tweaking here and there.


Never underestimate the power of very stupid people in large groups. John Kenneth Galbraith.
posted 03-19-05 05:17 PM CT (US)     27 / 818  
Thank you, I have read your answers and I understand.

Here is something else I noticed...

When working in your editor, I see some of the dropdown boxes are not wide enough.

I know you have created this editor template small in size and you have disabled the maximixe feature and so all we can do is minimixe the editor, as a result when I open a dropdown menu, so much of the text in them is hidden.

Someone else may have already brought this up and if so I am sorry.

If not, please make the drop menus so that no mater what is there , it can be seen....

Thanks

---------------

PS> is there a guide somewhere that tells me what all the abreviations are??? Like alot of the units you have listed have a D next to them, some of them say DEAD?

Some say disabled and some say crash??

It is all very confussing??

Please Help


Oh, and in some menus you have more that 8 players listed, can you tell me why?? Im just wondering...


I am King_Miky ... lol
Email me: askmiky@yahoo.com

[This message has been edited by askmiky (edited 03-19-2005 @ 05:19 PM).]

posted 03-19-05 06:01 PM CT (US)     28 / 818  
max_power1210

i dont really know how to use it. i managed to open it and stuff, but i dunno haw to use it in editor...

MP

---------------

I will help if I can...

First off, you cannot use this new editor at the same time, or with the old AOE editor at the same time, rather you can open the new editor in the background, then open the old AOE editor, work in the AOE editor and then save your work, then (Ctrl + Alt) to minimize the Aoe editor, now you can open the saved file into the new editor, now you can copy triggers and work in the new edior, then save it again.

Now you can go back to the old AOE editor and reload the newly saved file and you will see your changes.

I know there is a better way of saying what I just said, but oh well, im trying to help.

I have read some talking about saving the files in some other format, or saving them in differnt names, well, to me that all sounds rather complicated. I tend to do things in a simple way, so here is what I do...

1) I build a basic trigger for player 1 using the old editor. I then save it as (new_001)

NOTE) I never rename the file unless Im only making a backup, then you can name it what ever you like.

2) Then I load that same file (new_001) into the new editor, I can now work in it and mostly I just duplicate the one trigger, for players 2,3,4,5,6,7 and 8 or for as many players as its needed.

Just select the trigger so that its highlighted and then select the duplicate button, you will see it has just been copied/duplicated.

You can now edit this new trigger, or triggers using the new or the old editor.

This works great because after I have loaded the file into the new editor the first time, when I select to save it again, the name is still there, or when I select open, to reload a newer version, again its there. So I find this method to be the fastest, as long as you follow what I am saying.

NOTE: Remember to slow down and think about what you are doing, saving and opening files over and over again can get messy, just remember to always save it first, then open it again with the other editor before working on it, you could save over work just completed with the other editor if your not carfull, and this is why, about every 20 minutes I will save another copy of this file to a backup name.

I jump back and forth between the old and new editor alot, because I find using the new editor to (ONLY) duplicate triggers, and using the old editor to then edit the player numbers and such, to work best for me.

As I said before, this has already almost dubbled my productivity while working on my map.

I am still learning how to use the new editor so this is about the only help I can give at this time


------------

I recommend that you use the new edtor only by itself for a bit untill you get use to its functions. Learn it and understand it before you try working on a real map


I am King_Miky ... lol
Email me: askmiky@yahoo.com
posted 03-19-05 06:38 PM CT (US)     29 / 818  
I've been using this program to make a SMOSH type scenario, and it's been very good. I get the occasional bugged trigger from me doing too much duplicating, but essentially it's helped me loads. However I did think of one thing that annoyed me. When I'm choosing Create Object, it's awfully time consuming scrolling through the list each time to get a unit. Even pressing the first letter takes a while. Would it be possible to implement a system like Firefox uses to search webpages?

Basically it has a search box, and finds things as you type them. So if I was searching this post and I typed "S", it would find SMOSH first. Then I could add a "y" (Sy), and it would go straight to system. This would be a handy way to trawl though the huge number of units. You could also have checkboxes that ask if you want dead units (or whatever) to be listed or not.

posted 03-20-05 12:42 PM CT (US)     30 / 818  
I couldn't get the rename thing to work, but I've figured out a way. Single clicking on the name wouldn't work, but if you click on it and hold the button down it will turn into an edit box. Unless that's what you meant :s

Not sure if this is a bug or not, but you can't paste into the descriptions of triggers.

[This message has been edited by MoFo_Revolution (edited 03-20-2005 @ 12:49 PM).]

posted 03-20-05 12:54 PM CT (US)     31 / 818  
ok, I see that you do have a copy feature, however I cannot see what this feature is for?

I mean you have the duplicate feature, this duplicates one trigger at a time...

Unless I am wrong, your copy feature also only copys one trigger at a time?

Is this a work in progress, I remember when I suggested this copy feature the point was to beable to copy multiple triggers and then place them into the list at the point that I want.

This brings up another point.

Is there a way you can show us exactly where the new trigger will be placed, I mean when I select a trigger that I want to copy, or deplicate, where does it go?

Will it go below the selected trigger or just above it?

I know this sounds silly and you may just say that it will always go just below the trigger selected, but is there a way this can be shown to us? So that there is no errors?

And is there an undo feature?

Thanks


I am King_Miky ... lol
Email me: askmiky@yahoo.com
posted 03-20-05 12:58 PM CT (US)     32 / 818  
MoFo_Revolution

I couldn't get the rename thing to work, but I've figured out a way. Single clicking on the name wouldn't work, but if you click on it and hold the button down it will turn into an edit box. Unless that's what you meant.

------------------

I too am having a hard time with the rename feature, I just gave up, I only got it to work about 2 times out of about 50 trys?

Are we doing something wrong or is it just hard to use, or buggy?

If we can just right click on it just like a windows function, then it will be great?

Right click on the name/title of the trigger and open selctions:

Undo
--------
Cut
Copy
Paste
Delete
--------
Select All

Thanks


I am King_Miky ... lol
Email me: askmiky@yahoo.com

[This message has been edited by askmiky (edited 03-20-2005 @ 01:02 PM).]

posted 03-20-05 01:01 PM CT (US)     33 / 818  
@Asmilky + DiGiT

Thank you guys, it now seems alot easier too use, and i will be using it alot (because of the copy paste etc.)

MP


[c=red]M A X P O W E R
posted 03-20-05 01:05 PM CT (US)     34 / 818  
max_power1210

@Asmilky + DiGiT

Thank you guys, it now seems alot easier too use, and i will be using it alot (because of the copy paste etc.)

MP

----------------

I am so very glad I could help, if there is anything more I can help you with, please just ask. I too am learning how to use this, but I have a picture of what I want out of it very clear in my mind.

Good Luck in your projects.

Miky!

I will also add, that if anyone here wants to email me and talk more about this editor or anything related to AOE,
here is my email: askmiky@yahoo.com

Just know that sometimes I do not check my email offten, however if I start getting emails, I will

Thanks


I am King_Miky ... lol
Email me: askmiky@yahoo.com

[This message has been edited by askmiky (edited 03-21-2005 @ 11:14 AM).]

posted 03-20-05 03:24 PM CT (US)     35 / 818  
For the rename thing, just click on the trigger and hold it. If it doesn't turn into an edit box after 2 seconds, let go of the button and do it again. Never takes more than 2 tries for me.
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