There's Two Sections:
1) FAQ for NEwbies
2) Tricks Section
Maybe adding Scenario design section...
I will simplify everything I can.
Here we go:
This is what newbies will frequently ask: < Examples/Tricks: Lot more tricks can be found here: And many other tricks! (When I say on/off, it means the trigger's starting state is on/off. When I say Looping/not, it means the trigger is looping/not.) trigger 1 trigger 2 trigger 3 trigger 4 This trick can make a unit say something when it's selected. It's widely used in RPG campaigns to talk to other units. Also the only way you can do the read as long as you want trick is by using click talk trick. trigger 1 By doing this everytime you click on the guy he will say you wanna pick a fight? trigger 2 Well trigger 3 you can make anything up. Hope this example showed you how to use the click talk trick. This trick is, well, used in RPG scenarios. It can make the hero eat food, use markets, and use blacksmiths. trigger 2 (this is for killing the hero when he has no food) This way everytime he has no food he will die. This is for using the market to buy food. trigger 1 trigger 2 (so this way after a X amount of time the market will be given back to the orginal owner.) This trick will let the hero use and research in the blacksmith. trigger 1 trigger 2 This way after you research something the blacksmith will be given back to orginal owner. Well, this is one of the frequently ask question: It's really simple: There's change HP and change Attack effects (in AOK:TC) First, let's look at increasing: When you increase an attack/HP, always put the number below 32676. Now for decreasing Attack/HP: When you decrease attack/HP, always remember to minus the number you want to subtract to 65536. Example: Let's say a samurai had 500 HP (That's not true, but I'm using it as an example). If you want it to decrease HP to 400, do 65536-100=65436! The computer will then do the math and it will subtract 100 from the 500 HP. That way the samurai will have 400 HP. Same Thing Applies with attack. This is usually for RPG scenario, where you get to enter buildings and such. Here's how you do it: Usually (in shadow's SR series) you have flags next to houses/buildings that are enterable. Do this trick: trigger 1 and then after a certain amount of time change back the ownership and it will look like you just entered the building! Well, Shadows invented this, used in the SR series. This is how you can make a Weapon/Item/Objectives/etc. list in you scenario: Make a trigger and Set it as objective, then in the trigger description type in something like this: and then in the trigger make a condition that is impossible for the player to accomplish like these: player defeat: player 1 Now when you test your scenario, in the objectives list you will see this: Objectives all the times! Same thing with others. A cutscene in AOK is, well, like a movie involving bunch of triggers, the amount of triggers it needs bases on how long is the cut-scene. Usually in cut-scenes there is a lot of changing view, creating map revealer/torches/flags. If you want to have a person that you don't control, which means it's your ally/enemy's unit, to walk to somewhere and its visible, do this: first task the object to somewhere in the fog-o-war. Then do this: condition: bring object to area - object to the place it's going then you will see the screen showing up when the object goes to that place A cutscene involves a bunch of tasking object. A good example: This is a very complicated trick. Me and Bon are the first ones to use it in a scenario. If you are new to triggers, don't think about understanding this. First We need the "Get Item/weapon trick". trigger 1 trigger 2 First of all, there is a area like this where a bunch of relics and a piece of true cross are. Area: Now for trigger 3 trigger 3 trigger 4 trigger 5 Now let's say you already got an Ice Sword. trigger 6 trigger 7 trigger 8 Do you get this? You have to be a trigger expert to understand this. If you don't understand it, ICQ me. My number is in my sign. [This message has been edited by The_Conqueror (edited 08-07-2001 @ 02:11 PM).]
A) A trigger is a series of event that you want to happen in you scenario/campaign that is completely not controlled by the AI file or the human player.
A) Go to the map editor, find triggers on the top bar, select it, and a menu will pop up on the left side. Under the first box, select new and trigger X will be created.
A) Well, first, you might want to name it. Find a bar where it says trigger X. There click on it and you can name your trigger, or just leave it along as long as you know which trigger it is. Second, There are several buttons to the right saying :
Set as Objective {ON} {OFF}
Starting State {ON} {OFF}
Trigger Looping {ON} {OFF}
A: A Condition is, well, a condition is a condition you want for a trigger to activate. For example, if you want the unit to speak when you go to him, use a condition bring object to object so when you get to him (condition) he will say something.
A: An effect is what you want to happen. There are more effects then conditions. For example, you want to have the scout to move to a certain spot on a map when you click on him, use "object selected" condition and "task Object" effect. Select the object as the scout, and the location as somewhere on the map.
Going to add:
Following unit trick
Ferrying Trick
Making a cutscene
Instant Heal Trick
Walk On Water (not really) trick
Random Generated Unit Trick (By: Shadows)
on , not
condition: select object: archer (must be on the map)
effect: display message: samurai: Hail Young Warrior, do thee know which way is to Casadina?
effect: activate trigger 2
off, not
condition: timer: X (depends on how slow/fast you read it)
effect: display message: Hero: I'm also going there, may I accompany thee?
effect: activate trigger 3
off, not
condition: timer X
effect: display message: Samurai: Sure! Why not!
effect: activate trigger 4
off, not
condition: timer X
effect: change ownership: samurai player X to player 1
effect: display message: Samurai: Well lets go then!
effect: deactivate trigger 4
on, looping
condition: object selected: village
effect: display message - (there's a timer box on top, and set it to 1111) Villager: You wanna pick a fight! * chucks beer bottle at hero *
effect: display message - timer-1111 - location: 2 : Click on Hero to continue
effect: activate trigger 2
off, not looping
condition: object selected: hero
effect: display message - timer 1111 : Hero: No fighting in here, let's go out to the river to fight.
effect: disaply message - timer 1111 - location 2 : CLick on the man to continue
effect: activate trigger 3
trigger 1
on, looping
condition: timer: 100 (so every 100 seconds the hero will eat some food.
effect: tribute: 10 food from player 1 to player X
on, not (of course it;s not looping because he can only die once!)
condition: accumlate attribute: food stockpile: 1
effect: kill object: Hero
on, looping
condition: object selected: market
effect: change ownership: market: from player X to player 1
effect: activate trigger 2
off, not
conditon: timer: however long you want the hero to buy food
effect; change ownership: market: player 1 to player X
on, looping
condition: object selected : blacksmith
effect: change ownership: player X to player 1
effect: activate trigger 2
off, not
condition: timer: 120 (it takes about 120 seconds to research something)
effect: change ownership: player 1 to player X
For example: Let's say a militia had 30 HP. You put 32675 in the change HP box. Then the computer will do 30+32675 with equals 32705! That means the militia had 32705 HP!
on, looping
condition: object selected: house/building with flag next to it.
effect: change ownership: the hero from player 1 to the player of the house.
effect: display message: This is my house, I live here, what the f*** do you want?
Objectives
***************
accumlate attribute: stone: 12323453456
bring object to area that's impossible to get to
****************
effect: change view: to the object
effect: create object: maprevealer/torches/flags
on, not
condition: bring object to area: bring hero to area near broken tradecart.
effect: display message: ~ Received Blood Sword ~
effect: activate trigger 2
effect: activate trigger 3
off, not, special: Set As Objective
condition: player defeat: player one
trigger description: ~ Blood Sword ~ (After Equiped) Increase attack by 10 ~ etc.
* - stands for blank area
**
*********{}
**
off, not
effect: change object name: one of the relic to Blood Sword
effect: activate trigger 4
off, looping
condition: object selected: relic renamed to Blood Sword
effect: display message: Do you want to equip Blood Sword? If yes, click on the item equiper (piece of true cross) to equip it.
effect: activate trigger 5
off, not
condition: object selected: piece of true cross aka item equiper
effect: display message: Blood Sword Equiped
effect: increase attack: 10
**Special**effect: create object: relic next to the relic renamed to Blood Sword
on, looping
condition: object selected: relic renamed to Ice Sword
effect: Do you want to equip Ice Sword? If yes, click on the item equiper to equip Ice Sword.
effect: activate trigger 7
off, not
condition: object selected: piece of true cross aka item equiper.
effect: activate trigger 8 (for multiple items)
off, not
condition: object in area: relic (that I mentioned before in trigger 5 saying **Special** that relic was created next to the Ice Sword Relic.
effect: decrease attack: 10
effect: increase attack: 12
OK, I don't fell like typing much today, sections will be added soon!
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