You must be logged in to post messages.
Please login or register

Scenario Design and Discussion
Moderated by Sebastien, Mr Wednesday

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Scenario Design FAQ
« Previous Page  1 ··· 10 ··· 20 ··· 27 28 29 30 31 ··· 39  Next Page »
posted 12-14-03 08:05 PM CT (US)   
Scenario Design FAQ By Da Hobo

Originally posted on 12-14-2003
Last Updated/Edited 12-23-06 -Anastasia

In this frequently asked questions thread, you should be able to find all the answers to your problems. If you cannot find a question & answer on a particular subject, please post (leave a message) in this thread and I will endeavor to include it.

To search for a particular subject or question, press "control + F" on your keyboard. You can then search this page for keywords. For example: If you want to know how to make cliffs invisible, press Ctrl + F, and type the word "invisible" or "cliff". The browser will scroll to the next place where those words are mentioned.

Disclaimer, some of the answers to questions given here do not reflect the original person who discovered/wrote the answer. If you feel I have not credited the right person, please inform me and I will correct it accordingly.

•———————————————————————————•

CREDITS

Thank you Berserker Jerker for your suggestions and corrections. Also thank you DaVe, aoegolfer, zyxomma100, bleedteal, Anastasia, ax_man1, Raptor, dark_warrior_1_, WhiteWolf, rayoflightsword, kevingamer _AcX_, Marshal Gandalf, scenario_t_c, Surge, SonicShadow, rwilde, and FuzzyFurry25 (mr. proofreader) for your help in compiling this FAQ.

Note that these credits only include people who helped me write this FAQ directly.

I am constantly updating, editing, and proof-reading this massive document. If you have an idea for a question, a question you would like answered, some information that could be used to expand on an answer, have spotted a grammar or spelling or bbcode mistake, or any inaccuracies in the text, please inform me by posting in the thread.

•———————————————————————————•


INDEX


Q1. How can I make some non-player units remain idle?
Q2. How can I place gold mines, forage bushes, yurts, stone mines, etc.?
Q3.Is there any way at all to rename units before they are created?
Q4. What is POREX and where can I get it?
Q5. What are TWAL / Port / Camel Scout / etc. and where can I get them?
Q6. What is map copy and how can I do it?
Q7. How can I make cliffs invisible?
Q8. How can I make cliffs walkable?
Q9. How can I make units look like they are sliding?
Q10. How do I make the light-from-window effect at night?
Q11. Why does a percentage (%) appear instead of my unit's name, in the grey info box?
Q12. How do I lower a unit's max HP / Attack?
Q13. What is the maximum number for...
Q14. How do you set a unit to "Defensive" stance?
Q15. How do you set a unit to the "No Attack Stance" stance?
Q16. I accidentally deleted the name of a trigger, and can’t seem to select it. How can I select it again?
Q17. People say that I should put a unit belonging to Player 1 in an allied transport ship, to avoid defeat during cut scenes. I cannot place a player 1 unit into an allied ship. How do I do this?
Q18. How can I make my scenario's starting position over the character, not over the transport in the corner?
Q19. How do I make non-player units walk in formation?
Q20. I can't select more than one unit with Change Object Name / Patrol / effect. How do you do it?
Q21. How do I do to stop the player from seeing his allies’ line of sight?
Q22. How can I let the player's units rest at inns in my scenario?
Q23. How do people make explosions in a scenario?
Q24. How do I let the player read signs in my scenario?
Q25. How can I change the color of the text in the effect "Display Instructions”?
Q26. How can I make text red without having a "<" appear in front of the message?
Q27. How can I freeze trade carts (stop them moving around on their own)?
Q28. How can I freeze kings (stop them garrisoning inside a building on their own)?
Q29. What is a string table?
Q30. I’ve placed some map revealers in the editor How do I remove them?
Q31. How do I make instructions appear in the Instructions menu?
Q32. How do I make walkable water?
Q33. Why can't I use bridge ends for walkable water?
Q34. How do people get rid of that ugly sand where land hits water? (Also: How do people get rid of that rigid edge where ice or snow hits water?)
Q35. How do I make (regular) units heal like a hero?
Q36. How do I make invisible farms?
Q37. How do you make palisade / stone / fortified walls with no big, flagged corners/ends?
Q38. How can I make waterfalls in my scenario?
Q39. How do I make 0-HP units? (Also: How do I make invincible units?)
Q40. What is the "Kill Ratio" condition?
Q41. How do I reward players for every kill they make?
Q42. How can I give the player resources without the message "GAIA tributed to “?
Q43. How can I get text to appear in the center of the screen?
Q44. How do I take screenshots?
Q45. How do I make Objectives appear during the game?
Q46. How do I make a "Taunt AI"?
Q47. How can I let the player receive upgrades for money at a blacksmith?
Q48. How do I make my own random map script (RMS)?
Q49. What are the areas (size) of the different sized maps?
Q50. How do I submit things to the Blacksmith?
Q51. Why is my submission not showing up in the blacksmith?
Q52. How do I submit files to the blacksmith that are larger than 2 megabytes?
Q53. How do I set the population limit above 75 in the editor?
Q54. Immobile Units AI / Gold / Advanced is not working for a certain player. Why is this?
Q55. How do I make item lists below "Objectives"?
Q56. My map keeps freezing (crashing), and I'm not sure if it's due to triggers or the map. Help!
Q57. Is it possible to copy triggers, trigger conditions and/or trigger effects? If so, how's it done?
Q58. How do you make a death message appear for a single unit that hasn't been created yet?
Q59. How can I task units to garrison in buildings?
Q60. Where do I unzip / put files I’ve downloaded?
Q61. How do I prevent units from un-garrisoning at the beginning of the game?
Q62. How do I keep wonders from changing ownership when a unit of a different player comes near it?
Q63. How do I prevent the player's monks or missionaries from converting?
Q64. I was just working on my scenario for hours, and I forgot to save before I tested it. It crashed. Is there anything I can do to recover my work?
Q65: Why don't lumberjacks etc. count as villagers for the "Objects in area" trigger?
Q66. How do I stop villagers names from changing? i.e. I want it to be renamed "Bob" but it keeps changing when the player clicks on a tree. Help!
Q67. a) I downloaded a modpack and MPS crashed as it was uninstalling. How do I get rid of it?
Q67. b) But I don't want to lose my scenario / campaign / saved game files!
Q68. Why can't I create or remove gaia objects, with triggers?
Q69. How do I achieve the food trick? ( How do I make the player eat food until they reach 0, and die?
Q70. How can you make zombie / invincible / unkillable units?
Q71. How do I stop the computer players from automatically resigning after a few minutes of gameplay?
Q72. How do I get sailable water on to elevated land?
Q73. Is there a way to make units invincible without using a minus sign (-)?
Q74. So, I took a screenshot. How do I show it to other people?
Q75. Is possible to make buildings walkable?
Q76. Can I get the beta wooden water-gates and walls on to terrains becides water?
Q77. How do I make a player with no name (so it doesn't choose one if I leave it blank)?
Q N1: How can I quote / bold / fade / color / etc. on the forums?
Q N2.What do those abbreviations mean / stand for?


•———————————————————————————•

QUESTIONS & ANSWERS


Q1. How can I make some non-player units remain idle?

A1. Download Immobile Units AI Gold. By Zanzard Lothar. If this is not an option, create a looping “Task Object” trigger or “stop unit” trigger.
Warning: The “Task Object” solution causes the units to stay completely (and unnaturally) still. Use of the AI is a far better solution.

Note: To use an ai file, place it in your "AI" folder in your "Age of Empires II" directory. Now, go into the editor and click on the "Players" tab. Under "Personality" select the AI that you downloaded.

Also note that AIs work for both Age of Kings and Age Of Kings: The Conquerors, no matter what the blcksmith has marked it as.

Q2. How can I place gold mines, forage bushes, yurts, stone mines, etc.?

A2. Click on the Units tab at the top of the editor. Select Gaia (Earth) in the players scroll menu and then click the "Others" tab. This is where you find rocks, flowers, plants, sea rocks, flags, cracks, broken carts, etc.

To recap: Editor => Units => Players - Gaia => Others

Q3.Is there any way at all to rename units before they are created?

A3. Quick answer: No. There is no possible way to create a unit and then change its name. There are workarounds, though.

One of them is the "Under the Fog" method. This one is the most useful when you want a man to change clothes or mount on to a horse. One version simply put is: you have spare units stored off to the side already renamed. To change the unit's appearance and keep its name, you remove the player's unit (you have a backup somewhere else on the map, to keep the player alive) and move the hidden units into place.

Another (better) version is instead of just removing the unit and replacing, you have a unit standing right by where you are going to remove the player's unit (by his house or stable). Let's say that it is a Scout. Do not change this unit's name until the player's unit has been removed. Once the player is "under the fog" change the Scout's name to the player's unit's name and task it to where the unit last was. Finally, create another scout exactly where the old one used to be. - Thank You Crasher.
For more on these methods, go here.
The last workaround is using the mysterious POREX mine. Simply task a villager (this workaround only work for them) to the mine (renamed) and it will turn invisible. Then task it to where ever you want it to appear. To make it reappear, task it to anything (i.e. wood chopping, berry gathering.)

Update: Berserker Jerker has developed another method for “hiding units in full view” of the player, using a bug that is related to Relic Carts. This article can be found at the Tsuniversity

Q4. What is POREX and where can I get it?

A4. Porex is a mysterious beta unit that looks like a gold mine and makes villagers become invisible when they gather it. They become visible if tasked to anything else. You can find it in this Eye Candy Template by CheeZy_monkey.

Q5. What are TWAL / Port / Camel Scout / etc. and where can I get them?

A5. These are beta units. They where intended to be in the game but didn't make the final version. Some of them (like those listed above) are hidden in the game files and some show up when you open AoE scenarios in AoK. You can find the most popular one’s here. Just map copy them into your own scenarios.

Q6. What is map copy and how can I do it?

A6. Map Copy is basically copy & paste for your scenario. To do it, click on the "Terrain" tab at the top of the editor. Once there, click on "Map Copy". Then set the area that you wish to copy by dragging a box around it with your curser. Finally, click
"Copy Selected Area" and choose where you want to copy the terrain to (and units and buildings).

To recap: Editor => Terrain => Map Copy - Set the Area = Copy Selected Area - Choose where to copy to.

While in there you may notice some other options such a "Change Player". To use that, after choosing the area, use the little scroll to select the player that you want to change the ownership of the map copied units to. This tool is useful when you realize that you have made a whole enemy town using Player 1 when you intended it to be Player 2.
Warning: Map copying rotates everything in one direction so it makes cliffs invisible and makes forests extremely uniform.

Q7. How can I make cliffs invisible?

A7. To make cliffs invisible, place your cliffs, and simply rotate them in the "Units" section. (Select "Rotate" as the option). To check where you have already place invisible cliffs, hit Control + A; that command outlines everything on the map.

Note: To remove invisible cliffs, place new one over them and delete those, or do it in-game with by removing Gaia where the invisible cliffs are.

Q8. How can I make cliffs walkable?

A8. To make cliffs walkable, you must place a building directly over them and remove it with triggers. To get the building on top of them, place the building first, and then drag the cliffs under it.

Warning: Walkable cliffs become un-walkable after the game has been saved and reloaded. To work around this, warn the player not to save for a second or two and remove the building just before the player can see it.

Note: This same trick works for buildings, see question 75.

Q9. How can I make units look like they are sliding?

A9. Instead, of using the "Task Object" effect, use the "Unload" effect. (Created to task units out of ships) When the unload effect is used on land, the unit glides. You can combine this with the walkable cliffs to make a units appear to be falling off a cliff.

Note: You can stop units from "gliding" by tasking them to an actual object, instead of a location... even an allied one.

Q10. How do I make the light-from-window effect at night?

A10. To make this effect make sure that the player has seen the city or building that you are using the trick on, but has no units or map revealers round it. That makes it night (see through fog). To get the small specs of light to show up, research spies (with triggers) and use the "Place Foundation" effect by the windows with the source player being an enemy. You must first remove all buildings and units of every single player on the map, except for the 'survival' units, which keep each player away from the 'Player defeated'. This is really only useful for cut scenes. - Thank you crasher

Q11. Why does a percentage (%) appear instead of my unit's name, in the grey info box?

A11. This is nothing to worry about; the game just cannot recognize changed names in that box. There is no workaround.

Q12. How do I lower a unit's max HP / Attack?

A12. There are two methods of lowering a unit's HP /Attack. The first one is unstable because if you look at the effect again, it resets itself. Basically, you must get a minus sign ( - ) into the "Quantity" box. But, the game doesn't allow you to type the minus sign directly into the box. To get a "-" sign into the Quantity box, go into any Message box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select "copy" out of the menu, go to the Quantity box and select paste (using the menu, once again). Do not select that effect again, otherwise it will rest to 0.
The second method is much more stable and easier (but more complex to figure). There is a magic overflow number that, when reached (in the quantity box) it subtracts from the original HP/Attack number for the unit. The magic number is 65536. To indicate how much you want to lower the unit's attack or HP by, subtract that number from the magic number. For example: If I want to lower a unit's HP or attack by 20, I would type 65516 (65536 - 20). Thank you, CrystalCrown.
For more information on magic numbers go to Laws of the Map Editor #7: Numerical Manipulation and All of the magical numbers in AOK:TC.

Q13. What is the maximum number for..

Q13. a) The characters that can be typed into a "Send Chat" effect?

Q13. b) The characters that can be typed into a "Display Instructions" effect?

Q13. c) The characters that can be typed into a "Change Object Name" effect?

Q13. d) "Change Units HP" or "Change Object Attack"?

A13. a) 63.

A13. b) 255

A13. c) 255

A13. d) 32767

All of this info was taken from All of the magical numbers in AOK:TC, a very useful thread. Thanks to scenario_t_c, Kent.Newbie, APPLE, Rushot, and CrystalCrown.

Q14. How do you set a unit to "Defensive" stance?

A14. You cannot set a unit on defensive stance with the editor, but heroes are automatically set on defensive at the beginning of the game, so you can use them and rename.

Q15. How do you set a unit to the "No Attack Stance" stance?

A15. You can set a unit to no attack stance by using the "Freeze Object" effect.

Q16. I accidentally deleted the name of a trigger, and can’t seem to select it. How can I select it again?

A16. Create a new trigger beneath the nameless one and delete it. That will leave you with the offending trigger selected; you can then add a name. If the trigger is in the middle of a series of triggers create a new trigger, and move this trigger to underneath the trigger with no name.

Q17. People say that I should put a unit belonging to Player 1 in an allied transport ship, to avoid defeat during cut scenes. I cannot place a player 1 unit into an allied ship. How do I do this?

A17. To get the P1 unit into an ally's ship: Place a P1 transport in some water, (in a hidden place) and place a unit inside the transport. Then using triggers, change the ownership of the ship from P1 to an ally. Aoegolfer has informed me that changing the ownership to Gaia also works. This is useful when you must have cartography researched.

Q18. How can I make my scenario's starting position over the character, not over the transport in the corner?

A18. Go to the "Options" tab at the top of the editor, go to the desired starting position and click on "Set Starting Position".

Q19. How do I make non-player units walk in formation?

A19. You must use the "Patrol" effect rather than the "Task Object" effect. To prevent the units from going back and forth, when they reach their destination, change their ownership to a different player (of the same color, preferably) for at least two seconds.

A great article by Dark_Warrior_1_ can be found here.

Q20. I can't select more than one unit with Change Object Name / Patrol / effect. How do you do it?

A20. To select more than one unit with an effect, IE “Patrol”, make sure that the player who owns those units is selected in the "Players" tab at the top of the editor. After making sure of that, just hold control and click on each of the units, or click and drag a box around the units.

Q21. How do I do to stop the player from seeing his allies’ line of sight?

A21. Under "Options" at the top of the editor, in the "Disable" part, click on technologies. Scroll down until you see "Cartography" and move it into the "Disabled" column.

Q22. How can I let the player's units rest at inns in my scenario?

A22. Use these triggers, to the letter:

Trigger0
Display As Objective: Yes/No
Starting State: On
Looping: Yes
------------------------------------------------------------ --
Condition0: Object Selected - The Inn Keeper
Effect0: Display Instructions - Inn Keeper: Would you like to rest at the Inn? If so, step
on the flag” (Or something of that sort it doesn’t really matter)
Effect1: Change Ownership - The Inn Keeper to player 1
Effect2: Change Ownership - The Inn Keeper from player 1 to whatever player it was.
Effect3: Activate Trigger - Trigger1

Trigger1
Display As Objective: Yes/No
Starting State: Off
Looping: Yes
------------------------------------------------------------ --
Condition0: Object in Area - Player 1’s Units - Quantity 1 - In the Area of the flag.
Effect0: Change Ownership - Your unit to an allied player.
Effect2: Change View - Any unexplored area
Effect3: Display Instructions- ZZZZzzzzzzzzzZZzzzzzzzZZZZZZZZzzzz……..
Effect4: Activate Trigger - Trigger2

Trigger2
Starting State: Off
Looping: Yes
Display As Objective: Yes/No
------------------------------------------------------------ ---
Effect0: Create Object - Monk (make sure its an allied player)- Somewhere near the Inn
Effect2: Task Object - Monk - From that Area to your unit that is resting
Effect3: Activate Trigger - Trigger3

Trigger3
Starting State: Off
Looping: No
Display As Objective: Yes/No
------------------------------------------------------------ ---
Condition0: Timer - 30 seconds (or however long you want the rest to be)
Effect0: Deactivate Trigger - Trigger2
Effect1: Remove Object - The monks from the area around the Inn
Effect2: Change Ownership - Your unit back to your possession.
Effect3: Change View - Back to the Inn
Effect4: Display Instructions - “(Your Characters name): I had better get going, thanks for the use of your Inn.

© Copyright 2002, Woad Creations.


- Thanks to Dark_Warrior_1_ of Woad Creations

Q23. How do people make explosions in a scenario?

A23. There are a few methods for making explosions in scenarios. The first and most obvious is the petard explosion. This is simple and easy to accomplish. Just create and kill (removing won't work) a petard or a group of them anywhere you want. The drawbacks to this one are that the petard shows for a split second, making it obvious, and it can only be done where a petard can stand. Another way is to use "furious the monkey boy". It has the same drawbacks as that of the petard but has the benefit of body parts flying, to enhance the look.
The best version (in my opinion) is to use Macaws or Hawks the same way as the petards. The benefit is: Hawks and Macaws make large explosions (bigger than the petard) when they are killed. They can also be placed anywhere on the map.
The final version is using Demolition Ships. These give quite a good explosion, although this method can only be produced on water.
Another use of explosions is to make magical barriers with. Simply create and destroy them in a line, with a looping trigger that has no Conditions.

Q24. How do I let the player read signs in my scenario?

A24. To let the player read a sign when they select it, use this trigger:

Trigger0
Display As Objective: Yes / No
Starting State: On
Trigger Looping: Yes
----------------------------------------------------------
Condition0: Object Selected - The Sign
Condition1: Timer - Around 5
Effect0: Display Instructions - "Green Lake - EAST Groaning - NORTH
(Or what ever you want the sign to read)

To let the player read a sign when their unit gets near it, use this:

Trigger0
Display As Objective: Yes / No
Starting State: On
Trigger Looping: Yes
----------------------------------------------------------
Condition0: Bring Object to Area - Set Area - Around the sign (not too small)
Effect0: Display Instructions - "Green Lake - EAST Groaning - NORTH
(Or what ever you want the sign to read)


Q25. How can I change the color of the text in the effect "Display Instructions"?

A25. To change the color, put this tag < COLOR > before the text and close the brackets. Substitute the word “COLOR” for one of the available colors below.

The available colors are:
<BLUE>
<RED>
<GREEN>
<YELLOW>
<AQUA>
<PURPLE>
<GREY>
<ORANGE>

Note: GREY is spelled with the letter E, grey (not gray). For the cyan color, use "AQUA". The color RED has a bug which causes a > to appear before the text. For RED, see Q26 (next question).

Q26. How can I make text red without having a ">" appear in front of the message?

A26. That is a problem called the "red bug". Luckily a solution has been found: Type <..>, write the text and hit enter until you get to the bottom of the box, and type the tag < RED >. Like this:

<..> -Your Text here-
[ENTER]
[ENTER]
[ENTER]
[ENTER]
<RED>


Q27. How can I freeze trade carts (stop them moving around on their own)?

A27. To freeze a trade cart, use a looping trigger with the "Task Object" effect set on the trade cart, but do not place a Location.

Q28. How can I freeze kings (stop them garrisoning inside a building on their own)?

A29. No AI can overwrite the King's urge to seek cover in one of his castles or building. But, there are three other ways to freeze a king.
The first and most obvious is to use the "Task Object" effect and do not place a Location. This one gets the job done, but you cannot task the king anywhere else and his is completely frozen.
The second option is to make the king and his city separate players. The king will not garrison in an ally's buildings.
The final (and defiantly the best) solution is to use a Shah instead, and simply rename it. The Shah can be found under the "Heroes" tab under "Units". You can task him anywhere, like a normal unit, and does not have to stay perfectly still. Some people have said the Shah runs to his castle as well. For me, personally, the Shah works. This could be a problem with different game versions. IE if you have the latest “C” patch update for the AOK.

Q29. What is a string table?

A29. Ensemble Studios used string tables in the campaigns that shipped with the game so they were able to write out the messages in different languages, without having to edit the campaign for each language. Ignore it as it is of no use to us. - Crystal Crown

Q30. I’ve placed some map revealers in the editor How do I remove them?

A30. Press Ctrl + A on your keyboard to see the map revealers outlines in the editor. Then simply map copy terrain over them.
Note: Map revealers can’t be deleted with the delete function under the units tab.

Q31. How do I make instructions appear in the Instructions menu?

A31. To make instructions appear in the "Instructions Menu" (at the start screen) in your campaign, no triggers are needed. Just click on the "Messages" tab at the top of the editor, select "Scenario Instructions" and type in your message.
Note: This is also where you type your Hints and Scouts messages.

Q32. How do I make walkable water?

A32. To get this effect, create and remove a middle section part of a bridge. This trick can be used for wading, crossing swamps, flooding (as it will change any terrain into water), magical warlocks, etc.
Note: The walkable water is not crossable by ships anymore.

Q33. Why can't I use bridge ends for walkable water?

A33. Bridge ends cannot be used for walkable water because when you "create & remove" them, they make desert terrain. This, by itself is a whole new trick. It can be used for getting rid of walkable water, a river drying up, ice or snow melting, etc.

Q34. How do people get rid of that ugly sand where land hits water? (Also: How do people get rid of that rigid edge where ice or snow hits water?)

A34. This trick is rightly called "shoreless water". To make shoreless water create & remove a bridge middle near the shore. This looks nice, but be sure to leave some normal shores in too, for variety.

Q35. How do I make (regular) units heal like a hero?

A35.To make a unit heal like a hero, use this trigger:

Trigger0:
Display as Objective: No
Starting State: On
Trigger Looping: Yes
--------------------------------------------------
Condition0: Timer - 1 ~ 3, controls how fast a unit recovers. The longer the time, the slower the unit recovers.
Effect0: Damage Object: - 1
Effect1: Damage Object: - (16777216 - MAX HP)
Effect2: Damage Object: (16777216 - MAX HP)


There is a thread about this: Units Healing like a Hero without going over the MAX HP and using monk

-thanks again, scenario_t_c.

Q36. How do I make invisible farms?

A36. There are several ways to achieve this. Rather than trying to explain here, Use this Utility by Cknchaos.

Q37. How do you make palisade / stone / fortified walls with no big, flagged corners/ends?

A37. To create walls with no corner or end pieces, simply remove them with triggers. Deleting or erasing them in the editor will not work.
If you do not have c-patch installed on your machine, you can remove the end pieces with "Erase Buildings" function under the Terrain tab to achieve the same effect.

Q38. How can I make waterfalls in my scenario?

A38. There are three nice, different methods of making waterfalls.

The first one is using cliffs. First add any trees or eye candy you will want around the waterfall. Then, make two rows of cliffs with the ends meeting, but do not quite connect them. Do this again on another row below the first. Now add shallow water between the cracks in the cliff and deep water at the bottom and top. Add sea rocks and plants. Voila! This article at woad by DW goes into detail with pictures and examples.

The second way is to have water on elevated surfaces. This gives the appearance of a slow, downhill fall. There are two ways of getting elevated water: creating and removing many bridges on the elevation or map copying elevation on to water. Both work. Add sea rocks and maybe some shore less snow.

The final way looks like a rushing waterfall. Take a high elevation brush set on tiny, and click anywhere once. Then move the curser one square to the (straight) left and click again. This will give you a little chute on which to make your waterfall. Cover this chute and a small radius around the bottom (of the falls) with snow and soften the edges with the shore less water trick. Now it is just a matter of putting water at the top and bottom of the snow-chute. Also add some trees & eye candy on both sides. Add rocks and sea rocks to the bottom and top. Hint: Add another, smaller fall next to the first one. It gives a nice effect.

A nice example of the last option, by AnastasiaKafka:

[HTML, (261.52 KB)]


*Note: Where I mention making shoreless water you can also copy the shoreless terrain from cheezy's monkey’s eye candy utility.

Q39. How do I make 0-HP units? (Also : How do I make invincible units?)

A39. To make units whose HP reads zero, but are still alive (Note: These units become invincible, as well) use either one of these triggers:

Trigger0 -
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0:
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-1)
Effect 2: Change Object HP - (*)

* = the unit's maximum HP


OR:


Trigger0 -
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0:
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-*)
Effect 2: Change Object HP - (*)
Effect 3: Damage Object - (*)

* = the unit's maximum HP

Note: To get the "-" sign into the Quantity box, go into any "Message" box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select copy out of the menu, go to the Quantity box and select paste (using the menu, once again). Do not select that effect again, otherwise it will rest to 0.

Q40. What is the "Kill Ratio" condition?

A40. Your kill ratio is the balance between how many kills you have and how many of your units have been killed. Having a high kill ratio means you have killed more than you have lost. Having a negative kill ratio means you have lost more than you have killed. If you have killed and lost the same amount of soldiers, your kill ratio is 0. See the pattern? To find your kill ratio, the computer subtracts your number of kills by your number of losses. i.e. : If you have killed 22 men and lost 4, your ratio is 18. If you have kill 60 and lost 100, your ratio is minus 40.


Q41. How do I reward players for every kill they make?

A41. For this, you will need to use "Kill Ratio", under the "Accumulate Attribute" condition. Basically, it is a process of rewarding the player when the ratio is (+) 1, and then resetting it to 0 until the next kill. Here is the trigger, the reward is 10 gold in this example:

Trigger0
Display as Objective: Yes / No
Trigger Starting State: On
Trigger Looping: Yes
------------------------------------------------------------ -------
Condition0: Accumulate Attribute ( 1 Kill Ratio: Player 1 )
Effect: Tribute ( 10 Gold: GAIA » Player 1 )
Effect: Create Object - Player One - Any Units - Location: Somewhere where the player will not notice.
Effect: Remove Object - Set area - Unit above


Also, see Laws of the Map Editor #8: Accumulate Attribute by CrystalCrown and look for "Paid to Kill".

Thanks, CC.

Q42. How can I give the player resources without the message "GAIA tributed to " ?

To prevent the tribute message, rather than having Gaia tribute resources to player 1, have the player tribute negative resources to gaia. (With a minus symbol)

- thanks again, CC.



Q43. How can I get text to appear in the center of the screen?

A43. To get your text in the center of the display you must have patients. Just make a lot of spaces, test, add or take some away, test, and so on until you are happy.
Note: To get the text to appear in different (vertical) positions, set the value (0,1 or 2) in the small box in the "Display Instructions" effect.

This is how the different values appear:

|----------------------Top of Screen--------------------|
|Value: 0
|
|Value: 1
|
|Value: 2
|
|
|
|
|
|
|--------------------Bottom of Screen-----------------|


Q44. How do I take screenshots?

A44. To take a screenshot of what you are looking at press PRINT SCREEN. To take a full map screenshot (map shot), press Ctrl and F12 together.
Note: You must have The Conquerors Expansion to take map shots.

Q45. How do I make Objectives appear during the game?

A45. Create a trigger and click on its name to get its options. You will notice that there is a check box marked "Display As Objective". Obviously, if you check this, that trigger will be "Displayed As An Objective".
Trigger example:

Trigger0
Display As Objective: Yes
Starting State: On / Off
Trigger Looping: No
-----------------------------------
Condition0: Destroy Object - Set Object - Enemy Castle
Effect0: Declare Victory: Player 1


This will display: "Raze the castle" in the Description box. When the conditions are met in an "objective trigger" (the castle destroyed in this example), the text will become crossed out.
Note: If you want something to be in the objectives menu never to be crossed out, (such as item lists or overall instructions), simply make a condition that is impossible to achieve.

Q46. How do I make a "Taunt AI"?

A46. Check out this article: "Taunt to Trigger", Dark_Warrior_1

Q47. How can I let the player receive upgrades for money at a blacksmith?

A47. If you want the reward to be choices from +1 attack, +30 HP or +3 attack try this example:

Trigger 0: <. name>
Display as Objective: Yes / No
Starting State: On
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected - The Blacksmith
Effect 0: Display Instructions - "Smith: Hello! Would you like to buy some armor or weaponry?"
If so, select the <. building around blacksmith #1 >

If not, select the <. building around blacksmith #2 >"
Effect 1: Activate Trigger - Trigger 1
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 1:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Effect 0: Display Instructions - "Smith: All right! My prices are:

Sword Sharpening (+1 attack) - 100 gold (select )
New Chest Plate (+ 30 HP): - 150 gold (select )
Longer Jeweled Sword (+3 attack) - 200 gold (select )
Effect: Deactivate Trigger - Trigger 2
Effect: Activate Trigger - Trigger 3
Effect: Activate Trigger - Trigger 4
Effect: Activate Trigger - Trigger 5

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

Trigger 2:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Effect: Deactivate Trigger - Trigger 1
Effect: Activate Trigger - Trigger 0
Effect: Display Instructions - Smith: *Sigh* Okay, see ya'. Business is slow today.

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

Trigger 3:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 100 gold
Effect 0: Display Instructions - "Smith: Give me that for a sec.
Bzzzt! Clang! Clange! Chink! Bzzzt! Smith: Here ya go!
Effect 1: Tribute - Source Player - 1 | Target Player - Gaia | Quantity: 100 Gold
Effect 2: Change Object Attack - Set Object: Player's Unit - Quantity: 1
Effect 3: Deactivate Trigger - Trigger 4
Effect 4: Deactivate Trigger - Trigger 5
Effect 5: Activate Trigger - Trigger 0

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

Trigger 4:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 150 gold
Effect 0: Display Instructions - "Smith: Great Choice! Here. Brand New. Molded Yesterday!"
Effect 1: Tribute - Source Player - 1 | Target Player - Gaia | Quantity: 150 Gold
Effect 2: Change Object HP - Set Object: Player's Unit - Quantity: 30
Effect 3: Deactivate Trigger - Trigger 3
Effect 4: Deactivate Trigger - Trigger 5
Effect 5: Activate Trigger - Trigger 0

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

Trigger 5:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 100 gold
Effect 0: Display Instructions - "Smith: That’s an excellent choice. Worth all of it. Mighty heavy, but you look like a strong bloke."
Effect 1: Tribute - Source Player - 1 | Target Player - Gaia | Quantity: 200 Gold
Effect 2: Change Object Attack - Set Object: Player's Unit - Quantity: 3
Effect 3: Deactivate Trigger - Trigger 3
Effect 4: Deactivate Trigger - Trigger 4
Effect 5: Activate Trigger - Trigger 0


Note: Any of the gold amounts, attack or HP increases, or "Smith:" text can be altered to fit your needs.

Warning: Depending on the size of your messages, you might have to have two effects for each "Display Instruction". One has to have its position set on 0, the other on 1. Check question 43 about the position values.

Q48. How do I make my own random map script (RMS)?

A48.There is an excellent document about RM scripting in the "docs" folder of your Conquerors disk called “rmsg.doc”. Other great articles, including Your First Random Map Script, can be found in DGDN's RM Scripting Articles. Thank you, Vauxhall for writing that entire section of DGDN.

Q49. What are the areas (size) of the different sized maps?

Q49. a) a tiny-size map?

Q49. b) a small-size map?

Q49. c) a medium-size map?

Q49. d) a large-size map?

Q49. e) a huge-size map?

Q49. f) a gigantic-size map?


A49. a) 72 x 72 Units.

A49. b) 96 x 96 Units.

A49. c) 120 x 120 Units.

A49. d) 144 x 144 Units.

A49. e) 200 x 200 Units.

A49. f) 255 x 255 Units.

Q50. How do I submit things to the Blacksmith?

A50. Go to the Blacksmith main page, and click on "Submit File". Fill out the form and choose the (zipped) file. Also, ensure you give your down load a description.. Do not just put "my first scenario". Going in to detail will help potential down loaders make the right choice.

Q51. Why is my submission not showing up in the blacksmith?

A51. Be patient. In general the Blacksmith is updated on a weekly basis. If you submitted more than a few weeks ago, contact Tanneur99.

Q52. How do I submit files to the blacksmith that are larger than 2 megabytes?

A52. You need to get permission for files over 2 megabytes the Blacksmith, Contact Angle Aro or Angle Spineman.

Q53. How do I set the population limit above 75 in the editor?

A53. In AoK, this is not possible. You can create more units with the "Create Object" effect, though.
In AoK: TC, this is possible by simply altering the population limit under the players tab.

Q54. Immobile Units AI / Gold / Advanced is not working for a certain player. Why is this?

First, make sure that player's AI is set to the Immobile Units, under the players tab, choose personality, and select “Immobile units”.
Make sure that that player has at least one military unit (a spearman, for example) and/or at least three villagers.

Q55. How do I make item lists below "Objectives"?

A55. Use these triggers from Item Lists by Ranger.


For the Normal Objectives:

Trigger 0:
Displayer Objective = Yes
Objective message = Objectives
Objective String = 100
Starting state: on
Loop: off
----------------------------------------------------
Condition 0: Something that is impossible to do in the game

For Items:

Trigger 1:
Displayer Objective = Yes
Objective message = Items
Objective String = 85
Starting state: on
Loop: off
-----------------------------------------------------
Condition 0: Something that is impossible to do in the game

For Weapons & Shields:

Trigger 2:
Displayer Objective = Yes
Objective message = Weapons & shields
Objective String = 40
Starting state: on
Loop: off
---------------------------------------------------
Condition 0: Something that is impossible to do in the game


etc etc etc...

Go on as long as you want. Keep lowering the String.
Now if the game will start you will see this list in the scn objectives:
Objectives
Items
Weapons & Shields
Every time you want to add a new weapon you have to make sure you type in the Objective string a number under the < 40. For each Item between 41 and 84 and Objectives between 86 and 99.

© Copyright 2002, Woad Creations.

Q56. My map keeps freezing (crashing), and I'm not sure if it's due to triggers or the map. Help!

A56. Use this method to seek & destroy the problem:

Game Crash Troubleshooting by Lord_Fadawah

Q57. Is it possible to copy triggers trigger conditions and/or trigger effects? If so, how's it done?

A57. It was recently found that it is possible to copy conditions and effects. Berserker Jerker has written a step-by-step guide on how to copy:

Step 1: Add all the effects you're going to use, plus one extra. (I clicked the create effect button twenty times for this test)

Step 2: Click the first effect in the list. From the drop down menu choose create object, and set your parameters. IE Units-Knight-Player 1. Now delete this effect. You will now automatically have the next effect selected.

Step 3: From the drop down menu choose task object. You shouldn't be able to see any of the options for this. Now click the drop down menu again and choose create object.

Step 4: Click the next effect and repeat step 3. Keep doing this until you've done all the effects. Then simply click back to each effect in turn, and you'll see all the parameters already set, IE Units-Knight-Player 1, all you need to do is set the location for each create object effect. Once you’ve finished the process, just click the create new trigger, and your back to “un-copy mode”

Another good point is: once in “copy mode” you can choose different things from the drop down menu, and the parameters will all ready be set IE Units-Knight-player 1. Very useful if you want to create a unit and change it’s attack and/or hp, you’ll just need to set the amount in the quantity box, and the area.

It also works for conditions. However, creating 20 or so identical conditions is not that useful if you think about it. Unless it’s something like object in area, and you’re setting different area’s or something similar.

-Thank you (again) Jerker, and whoever first discovered that trick.

A thread about this:
OMG!!! I Copied a Trigger! (well, trigger effect, but still...!)

Q58. How do you make a death message appear for a single unit that hasn't been created yet?

A58. Try using this type of trigger:

Trigger0
Display as Objective Yes/No
Starting State: Off (Activate when the unit is created.)
Looping: No
---------------------------------------------------------
Condition0: Timer 2 (just to be on the safe side)
Condition1: Own Fewer Objects - 0 (The unit must be unique to the player. Heroes work best.)
Effect0: Display Instructions - (Unit's Name): Comrades, I have been wounded.
(Or you can put something else of that nature.)

- Thanks, bleedteal.

Q59. How can I task units to garrison in buildings?

A59. Sorry, but there is no possible way to do this. There is a tricky workaround, though:

Have the unit walk over to the garrison-able structure and have the player select the structure. Then, before removing the unit, place a king BEHIND the structure and have him garrison inside the structure. Then, remove the unit.

To un-garrison, have the player select the tower again, create the new unit (under different ownership), change its ownership, and remove the king from the tower. - DM

Q60. Where do I unzip / put files I’ve downloaded?

Q60. a) .bmp files to?

Q60. b) .rms files to?

Q60. c) .per / .ai files to?

Q60. d) .cpx / .cpn files to?

Q60. e) .scx / .scn files to?

Q60. f) .wav / .mp3 files to?

A60. a) C:\Program Files\Microsoft Games\Age of Empires II

A60. b) C:\Program Files\Microsoft Games\Age of Empires II\Random

A60. c) C:\Program Files\Microsoft Games\Age of Empires II\AI

A60. d) C:\Program Files\Microsoft Games\Age of Empires II\CAMPAIGN

A60. e) C:\Program Files\Microsoft Games\Age of Empires II\Scenario

A60. f) C:\Program Files\Microsoft Games\Age of Empires II\SOUND\Scenario
Note: You may have trouble when using sounds in .wav format, as AoK supports most, but not all of the different .wav codecs. If you find that you have a .wav file that AoK doesn't recognize, use GoldWave to convert the .wav file into an mp3.

Thread -Thank you Anastasia

Q61. How do I prevent units from un-garrisoning at the beginning of the game?

A61.Sorry, but this is impossible, except for these instances contributed by Ana:

A) Unfortunately, we cannot task units with a trigger into buildings during game play (Transport Ship and Ram is possible).

B) The exceptions are the King unit, that does automatically seek to garrison inside a building, and Villagers will garrison when under attack.

C) Garrisoning units into buildings before test/play, and to *remain inside* during game play can only be done in the Player One Position and Gaia.

D) All other Computer Positions will eject or un-garrison units at the start of the game.

I tested the limits of this in the past, and this is what I recall from those tests.

1) Gaia Units garrisoned into Gaia buildings will un-garrison upon capture by Player One.

2) Player One Units will remain inside until manually un-garrisoned.

3) Changing Ownership of Player One to Allied Player Units inside P1 Buildings will not eject the Units (P1 Building with Allied Units inside).

4) Changing Ownership of Player One Building to Allied Building with P1 Units inside will not eject P1 Units (Allied Building with P1 Units inside).

5) All other circumstances seem to eject or un-garrison the units right away.

Thank you - Anastasia.

Q62. How do I keep wonders from changing ownership when a unit of a different player comes near it?

A62. You are probably using a Monument. Instead, use an actual wonder.
A thread on this.

Q63. How do I prevent the player's monks or missionaries from converting?

A63. Go to the "Options" tab and disable the Dark Age technology for that player.

Q64. I was just working on my scenario for hours, and I forgot to save before I tested it. It crashed. Is there anything I can do to recover my work?

A64. Yes, there is. If you haven't tested any other scenario after this one , then it was automatically saved to the file called default0, in your scenario folder. Open the “default0” file, and you will find your work intact. Ensure you correct the reason why it crashed though.

Q65: Why don't lumberjacks etc. count as villagers for the "Objects in area" trigger?

A: The reason object in area is not working for all villagers, is due to the fact there are 16 different types of villagers. Selecting “Villager” from the “unit list” means object in area will only detect idle villagers (nothing assigned to them, eg lumberjack). The solution is simple, use the “Object group” list instead, and select “Civilian” from the drop down menu. This will detect all villagers.

Q66. How do I stop villagers' names from changing? I want it to be renamed "Bob" but it keeps changing when the player clicks on a tree. Help!

A66. Loop the trigger that renames the villager.

Q67. a) I downloaded a modpack and MPS crashed as it was uninstalling. How do I get rid of it?

A67 a). Reinstall AoK.

Q67 b) But I don't want to lose my scenario / campaign / saved game files!

A67. b) Don't worry, files are not lost upon reinstallation. If you are paranoid, then you can back up the AoE II directory somewhere.

Q68. Why can't I create or remove gaia "other" objects, with triggers?

A68. You can, but if you go back and look at the effect again after configuring it, it will reset (like the - sign). No work-around, besides "Don't select it.".

Note: This only applies for gaia units found under the "other" tab. Triggers that remove / create gaia units (or animals), heroes or buildings will work as normal.

Q69. How do I achieve the food trick? ( How do I make the player eat food until they reach 0, and die?

Sadly, in AoK "Accumulate Attribute - Food Stockpile - Quantity: 0" won't work to detect when the player is out of food, as the triggers fire when the player has 0 food or more. So, slightly more complex triggers are needed:

Trigger 1 (Have Food)
Starting State: Off
Looping: No
Display As Objective: No
Condition 1: Accumulate Attribute - Food - 1
Effect 1: Change Object Attack - 5
Effect 2: Activate Trigger 2

Trigger 2 (Loop to detect no food)
Starting State: On
Looping: Yes
Display As Objective: No
Effect 1: Activate Trigger 3
Effect 2: Activate Trigger 4

Trigger 3
Starting State: Off
Looping: No
Display As Objective: No
Condition 1: Accumulate Attribute - Food - 1
Effect 1: Deactivate Trigger 3

Trigger 4
Starting State: Off
Looping: No
Display As Objective: No
Effect 1: Set Object Attack (HERO UNIT) - -5
Effect 2: Activate Trigger 1
Effect 3: Deactivate Trigger 2

-Thanks, DB

Q70. How can you make zombie / invincible / unkillable units?

A70. To make a unit that has no HP bar and is invincible, use this:

Trigger 0:
Display as Objective: Yes or No
Starting State: On or Off
Looping: No
--------------------------
Effect 0: Change Object HP - Quantity: - *units full HP*
Effect 1: Damage Object - Quantity: -70 - *units full HP*
Effect 2: Change Object HP - Quantity: 70 -*units full HP*
Effect 3: Damage Object - Quantity: - *units full HP*

So, if you were zombie-izing a champion, you would replace "*units full HP*" with 70, its full HP.

Also, scenario_t_c_ has found a way to do this to gaia units, who maximum HP canot be altered:

Trigger 1
Looping: on
Effect0 Damage object 2147483648
Effect1 Damage object 2147483648
Effect2 Damage object 2147483648
Effect3 Damage object 2147483648
Effect4 Damage object 2147483648
Effect5 Damage object 2147483648
Effect6 Damage object 2147483648
Effect7 Damage object 2147483648
Effect8 Damage object 2147483648
Effect9 Damage object 2147483648
.
.
.
Effect1023 Damage object 2147483648

P.S.: Should you don't want to set up such a large number(1024) of trigger effects, you can ask the help of "timer" and "looping" options.

Both methods will make the unit become invincible. (However, at some cases with the second solution, the unit or building won't have their hitpoint shown as 0/x.)

You may want to refer to Q57 to help you get that many effects. (Don't make them all, just make quite a few and put set them to looping enabled.

Thread.


Q71. How do I stop the computer players from automatically resigning after a few minutes of gameplay?

A71. To prevent the computer-controlled players from resigning, use Immobile Units AI Gold.

Note: To use an ai file, place it in your "AI" folder in your "Age of Empires II" directory. Now, go into the editor and click on the "Players" tab. Under "Personality" select the AI that you downloaded.

Also note that AIs work for both Age of Kings and Age Of Kings: The Conquerors, no matter what the blacksmith has marked it as.

Q72. How do I create sailable water on to elevated land?

A72. To get sail-able water on to elevation, you first have to make an area of water (just on flat ground), and a hill. Next, mapcopy (if you don't know how to mapcopy, check Q6) a part of the water on to the elevation. This may take a few tries, as you might accidentally cover the elevation completely. Once you have a little bit of water on a slope, simply copy it to wherever you want.

Q73. Is there a way to make units invincible without using a minus sign (-)?

A73. Yes, there is. To get the invincible unit effect without using a minus sign, use this trigger:

Let's say you wanted to make a champion with 70 HP invincible.

Trigger 1:
Looping: off
Effect 1: Change object HP 65466 (65536 - 70 = 65466)
Effect 2: Damage object 4294967226 (4294967296 - 70 = 4294967226)
Effect 3: Change object HP 70
Effect 4: Damage object 70

The bolded numbers have to be changed to affect different units. So, for a 40 HP villager, you would replace the 70s with 40s, and the trigger would look like this:

Trigger 2:
Looping: off
Effect 1: Change object HP 65496 (65536 - 40 = 65496)
Effect 2: Damage object 4294967256 (4294967296 - 40 = 4294967256)
Effect 3: Change object HP 40
Effect 4: Damage object 40

Thanks to scenario_t_c for discovering the trick.

Q74. So, I took a screenshot. How do I show it to other people?

A74. To show other people your work over the forums, you will have to upload it to a picture-hosting server like Image Shack, and provide a link to it.

Before you can do that, you must convert the image from .BMP to .jpg. Simple open the file with MSPaint and Click Save As. There will be a bar on the bottom of the Save window that says save as .BMP. Switch it to .jpg.

Q75. Is possible to make buildings walkable?

A75. Yes, the same way as cliffs. Mapcopy (if you are unfamiliar with mapcopying, see question 6) another building on to the one you want to be walkable, and remove it with triggers. You'll notice that you can't make the centre square of a building walkable, because you can't mapcopy on it, without erasing the original building.

Warning: Like walkable cliffs, walkable buildings become un-walkable after the game has been saved and reloaded. To work around this, warn the player not to save for a second or two and remove the building just before the player reaches it.

Q76. Can I get the beta wooden water-gates and walls on to terrains becides water?

A76. Normally, trying to place different terrains under the wooden gates cause the game to crash, so download this utility: Wooden Gate Template - Bug Fixed. And mapcopy (see question 6 if you are unaware of how to mapcopy) the gates into your scenarios, like beta units (see question 5).

Q77. How do I make a player/unit with no name (so it doesn't choose one if I leave it blank)?

A77. Simple, just type a space into the player/unit name box.

•———————————————————————————•

NON SCENARIO DESIGN RELATED QUESTIONS


Q n1. How can I quote / bold / fade / colour / ect. on the forums.

A n1. Use BBCode.

Also, take a look at this thread, by Flaming Arrow

Q n2. What do those abbreviations mean / stand for?

A n2. First of all, go to AoK Heaven's Abbreviations and Shorthand Guide This has a lot, but mainly strategy terminology. I'll give you the quick ones and SDing ones though:

a) SD => Scenario Designing

b) IMO / IMHO => In My Opinion / In My Humble Opinion

c) ATW - Against Thee Wickedly - Great teaser by Luke Gevaerts. Sadly, it will not be completed. Still worth the download, though.

d) BS -AoK Heaven BlackSmith.

e) CC - CrystalCrown - HG Cherub since June 16, 2003

f) IIRC - If I Recall Correctly

g) own / owned - an insult that is humiliating or argument-winning; "Man, I owned him over and over and he never gave up!"

h) pwn / pwnt - see own

•———————————————————————————•

LINKS


Immobile Units AI Gold - Extremely useful for idle units

Solution to renaming new units ~ and ~ Royal family idea - Nice work-arounds

Eye Candy Template by CheeZy_monkey - A lot of beta units, eye-candy, shoreless water, and map copy tricks. Excellent.

Laws of the Map Editor #7: Numerical Manipulation - How to use magic numbers and some other information.

All of the magical numbers in AOK:TC. - Very useful. All the magic numbers of AoK, and how to use.

Units Healing like a Hero without going over the MAX HP and using monk - like the title says. Nice discovery.

Invisible farm trick by Cknchaos - Very useful utility! Worth the d/l.

Abbreviations and Shorthand Guide - almost all of them.

Against Thee Wickedly - By Luke Gevaerts. Great teaser. Too bad it will never be finished.

AoK Heaven Blacksmith. - Quite important for all “SDers”. It's where you upload and download campaigns, utilities, mods, AIs, and RM.

Waterfall screenshot - a great example of the rushing waterfall.

Taunt to Trigg - Everything you need to know - Great article-thread! What the title says, "Everything you need to know".

OMG!!! I Copied a Trigger! (well, trigger effect, but still...!)

Thread on Keeping Wonders to a player's ownership.

Thread with zombie unit information - Includes scenario_t_c's discovery for invincible gaia units.

GoldWave - Useful audio editor. Can be used to convert .wav files with codecs that AoK doesn't support to mp3s.

Articles:

Trigger Tutorial- a must for all those that are new to scenario design. The perfect trigger tutorial.

Woad Creations - Nice site and team. Eye-candy and trigger articles.

SCN Punk Network - Great site and team. Many articles for AI, Mods and triggers.

Dragon Gaming Design Network Lots of articles for RM scripting, AIs, eye-candy, and triggers. Also, visit Sounds Central

The Tsuniversity - Great site with plenty of articles on AoK and other games. It is constantly updated and allows anyone to easily write and post their own articles.

Cliffed Waterfall article from above.- by dark_warrior_1_. Nice.

Neat Tricks I By Philip Dunscombe. Some of the less known tricks for AOK.

Laws of the Map Editor #8: Accumulate Attribute by CrystalCrown. Very nicely done series.

Your First Random Map Script - By Vauxhall. Great start-up article.

DGDN's RM Scripting Articles - All of them are by Vauxhall. Some advanced, and some beginner. Nice.

Item Lists by Ranger.

Patrolling Units By DW.

Wooden Gate Template - Bug Fixed - by Cesar. excellent utility

A Conclusive List Of Audio Tools by Luke Gevaerts

The Sound Files FAQ by Cesar

There are many answers to questions and complete articles and tutorials that can be found by using the search feature found at the bottom of the forum. By searching key words we can often find what we are looking for.

•———————————————————————————•

Thank you for taking the time to read this FAQ, hopefully it has answered your question(s), and/or helped you to become a better designer. Remember, if you have a question that is not covered here, spotted a mistake, or feel I am not crediting a given source correctly, please inform me at once.


"The most important thing to do in your life, is to not interfere with somebody else's life." - Zappa

[This message has been edited by Angel Anastasia (edited 04-07-2007 @ 05:39 PM).]

Replies:
posted 12-26-05 09:15 AM CT (US)     981 / 1359  
Glython, I have great news!! If you could tell me youre email adres i will then send you a scenario i made myself where the trick is in. You know the trick? The bridge trick.

(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
posted 01-05-06 07:53 AM CT (US)     982 / 1359  
I have a question: How can i move a big group of units(at least 50) at a formation. They need to be at the same formation when they stop walking than they were before they started walking...

All you have to do is to decide what to edit with the time given to you."

Current Projects:
1) The Battle of Legnica (65%)
2) Hastings 1066 AD (100%)

--Also known as Jani Mustonen VI--
posted 01-05-06 12:57 PM CT (US)     983 / 1359  
You can use the Patrol effect, which will work on about 20 so you'll have to use more than one. Not sure if the formation will stay exactly the same but it fits most purposes. When they reach the destination, stop them from returning by changing ownership and back again instantaneously.

Quoted from zyxomma100 in another thread:

Again, let's go through the patrol checklist:
1. The units must all belong to the same player.
2. When selecting the units, the player they belong to must be selected in the Units/Diplomacy/etc. menu. (If you are patroling P3 units, go to the Units menu and select P3 beforehand. No need to place a unit, but select P3.)
3. There is a limit to the number of units you can patrol, something like 20-22.

posted 01-08-06 10:32 AM CT (US)     984 / 1359  
Ok thanks. They didn't get to the same formation, but I think it would have been impossible. This was the formation where they started marching: ( "S" is soldier)


s s s s s s s s s s s s s s s s s s
s s s s s s s s s s s s s s s s s s

s s s s s s s s s s s s s s s s s s s s
s s s s s s s s s s s s s s s s s s s s

After they have marched, the formation was:

ssssss
ssssss
ssssss
ssssss
ssssss
ssssss and so on...

But I think that's enough. By the way, I needed that info on my newest Fixed Force Campaign - The Invasion of Mongols - The Battle of Legnica, on the first Polish march.


All you have to do is to decide what to edit with the time given to you."

Current Projects:
1) The Battle of Legnica (65%)
2) Hastings 1066 AD (100%)

--Also known as Jani Mustonen VI--
posted 01-08-06 05:08 PM CT (US)     985 / 1359  
I suspect the only way to get the formation to stay the same would be to task each soldier individually. Even that might not work and you'd need one effect per soldier.
posted 02-20-06 07:08 PM CT (US)     986 / 1359  
Well actually you could task them past the spot you want them to go by a little and then you could make them stop when you wanted them to, This might not work, But from my point of view it could.
i just noticed how old that post was! oh well, at least i answered it!

[This message has been edited by fuzzydude45 (edited 02-20-2006 @ 08:25 PM).]

posted 02-21-06 10:51 AM CT (US)     987 / 1359  
how do you edit the heroes' hp and attack and stuff? My friend told me that u can.
posted 02-21-06 12:25 PM CT (US)     988 / 1359  
If you've got the Conquerors there are two effects, Change Object HP and Change Object Attack. Click on the unit and then type in the HP or attack in the box. If you haven't got TC then it's more complicated (if it's possible at all) and somebody else will have to explain as I don't know.
posted 02-21-06 12:52 PM CT (US)     989 / 1359  
i don't see those boxes anywhere.
posted 02-22-06 09:55 AM CT (US)     990 / 1359  
Well, following these steps will take you to them:

- First get to the scenario editor.
- Click the Trigger tab
- Click the new trigger button
- Click the new effect button
- Click the arrow and a menu pops up, there you can choose which effect you like to have. Note: you can scroll down to see more effects! Somewhere at the end of the list are the change attack and change hp effects listed!

It would be impossible to overlook them as you can see them when checking the list

Another note: You need to have the game "Age of Empire 2: The conquerors expansion" to be allowed to those two effects and some more condition and effects either.

Btw, he meant the box, this box is named as the Quantity box. The box can be found below the description of Quantity. Just take a serious look, you will be able to find it, tough


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)

[This message has been edited by WizardBoy (edited 02-22-2006 @ 09:58 AM).]

posted 02-22-06 11:09 AM CT (US)     991 / 1359  
i found the box, but it not working, it's not changing the attack of my Genghis Khan.
posted 02-23-06 06:25 PM CT (US)     992 / 1359  
You have to define that Genghis Khan. You must choose all the options in the effect list - Unit Type: Hero, Unit: Genghis Khan etc. etc.

Also make sure that Genghis Khan belongs to the correct player. Sometimes, because of a bug, you won't be able to choose the object (check by clicking Go to object). In that case, save and reopen the scenario.


"Especially awe-inspiring is the fact that any single brain is made up of atoms that were forged in the hearts of countless stars billions of years ago... These atoms now form a conglomerate – your brain – that can not only ponder the very stars that gave it birth but can also think about its own ability to think and wonder about its own ability to wonder. With the arrival of humans…the universe has suddenly become conscious of itself. This, truly, is the greatest mystery of all." - Rama
posted 02-26-06 12:38 PM CT (US)     993 / 1359  
ya i had all that, but now Genghis dies all the time in the beginnning.
posted 02-26-06 10:10 PM CT (US)     994 / 1359  
You may have set either Genghis's HP or Attack too high; if it goes past a certain number the unit just dies. Like if you set his HP to 100,000 he'd die. Otherwise, make sure the trigger isn't looping (select the trigger and click off for 'looping') or else eventually that will kill the unit too.

--------------------------------------------------------
I also have a question: A few weeks back my task object trigger became a little weird. Whenever I task a unit to a certain area, it always "misses" where it's suppose to go. Say I task a villager on top of an Elevation 3 hill that is one square big. Instead of going straight to the center of the hill, the villager goes to a corner of it. This happens with everything I task, even when I use the patrol trigger. The units always "miss their mark" by half a tile or so. I may be wrong on this but I think somehow the coordinate plane the game map operates on has been shifted, so the units think they're going to the right place but they're not. Like if I tell somebody to go to (3,2) he ends up on (3,2.5) or something. This problem also occurs in Star Wars Galactic Battlegrounds. I've tried reinstalling the game, but that doesn't work. Help?

[This message has been edited by Denouement (edited 02-27-2006 @ 07:12 PM).]

posted 02-26-06 10:46 PM CT (US)     995 / 1359  
@Denouement(problem)

I've noticed this quirk as well. I found it while working on one of my projects, but unlike you, it helped me. For this reason I never really tried to find a walk-a-round. But I just opened the editor and found solution. But it is not perfect. I can stop the unit very close the the center of the tile, but he is still off a bit. The unit will remain about 80% closer to the center of the tile than than the corner/edge.

The way I did it was like this; First I made a trigger that task the unit to the Point A. Then I made a looping trigger that task the same unit(but with no location) with the Bring Object to Area(Location=Point A) condition. Finally I made a trigger to disable the looping trigger 2or3 seconds after the unit arrives to Point A.

The triggers should look like this:

___________________________________________________________
Trigger 0:
- On/Off(depends when you want it to fire)
- Loop Off

Condition 0: (Optional)Depends on when you want it to happen
Effect: Task Object> Point A(Tile you want unit to stop on)
___________________________________________________________

Trigger 1:
- On/Off(depends when you want it to fire)
- Loop On

Condition 0: Bring Object to Area/Objects in Area> Point A
Effect 0: Task Object> Set object, but do not select a location(Very Important, this will freeze the unit in the middle)
___________________________________________________________

Trigger 2:
- On/Off(depends when you want it to fire) I reccomend leaving this on.
- Loop Off

Contition 0: Bring Object to Area/Objects in Area> Point A
Condition 1: Timer> 3
Effect 0: Deactivate Trigger> Trigger 1
___________________________________________________________


By tasking the unit without a location, it freezes him/her on top off the center. Once the unit is frozen, you simply deactivate the looping trigger. Like I said before, the unit is not exactly in the middle, but he is very close. If I remember correctly, I did make units stop exactly center before, but I forgot how I did it. I did it on accident, and I didn't want it, so I fixed it and forgot about it. If I remember how I did it, I will let you know. Hope this helped.




dannyking.me


posted 02-26-06 11:27 PM CT (US)     996 / 1359  

Quote:

You have to define that Genghis Khan. You must choose all the options in the effect list - Unit Type: Hero, Unit: Genghis Khan etc. etc.


Actually, you don't. In the case of Set Object, you don't need to set any parameters, and in the case of Set Area, you can be as vague or as narrow as you desire, as long as the Player is set (which the game forces you to do, GAIA being default).

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 02-27-06 07:18 PM CT (US)     997 / 1359  
@ newIdea:

Meh, I didn't notice much a difference, but thanks anyway. I suppose I'll have to live with it.

posted 02-27-06 07:31 PM CT (US)     998 / 1359  
What is the unit you are trying to center, Denouement?

EDIT: Wait, you don't see a difference between these two?
Center Task




dannyking.me


[This message has been edited by newIdea (edited 02-27-2006 @ 07:38 PM).]

posted 02-27-06 07:42 PM CT (US)     999 / 1359  
I've had that problem, too, Denouement. I really don't know why units don't just move to the centers of tiles. There is some sort of process involved that I don't know about... I've never really taken the time to study it, because I found it a trivial matter.

I've found, though, that units will remain in the centers of tiles as long as they are tasked in straight lines (as in a 1 by x size space between the unit starting spot and tasking spot).

I haven't tested it, but you could also try using AoKTS to manipulate EXACTLY where units are tasked. If the unit is moving 3/8 of a tile lower than where you want it, try tasking it to a position 3/8 of a tile higher (something that can't be done with the AoK editor) of offset it.


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 02-27-06 08:49 PM CT (US)     1000 / 1359  
While working on Mormegil, I made the guys stop right in the center of the tile. But since it messed my Lightning Spell up, I fixed it. I'm driving myself crazy trying to figure out how I did it.



dannyking.me


posted 02-27-06 10:09 PM CT (US)     1001 / 1359  
Hhm.. It appears the reason that it wasn't working before was that I had two units (one that used newIdea's method, and the other tasked regularly) being tasked at the same time. So I got rid of one and it worked. No offense, but I suppose it would be easier if somehow I could fix the problem. The trigger was working fine before (the units were going where they were suppose to).
posted 03-14-06 11:20 AM CT (US)     1002 / 1359  
Some time ago Pulkit mentioned a trick involving permanent darkness, can anyone tell me how to do this?
posted 03-14-06 11:56 AM CT (US)     1003 / 1359  
I have tested the links here and i have found some links aren't linked to the right pages. Below is my list of the ones that do link to the right page and not.

- Immobile Units AI Gold - Link not okay
http://aok.heavengames.com/blacksmith/blacksmith.php?pg=ai

- Eye Candy Template by CheeZy_monkey - A lot of beta units, eye-candy, shoreless water, and map copy tricks. Excellent. - Link not okay

- Invisible farm trick by Cknchaos - Very useful utility! Worth the d/l. - Link not okay

- Against Thee Wickedly - By Luke Gevaerts. Great teaser. Too bad it will never be finished. - Link not okay

- Trigger Tutorial- a must for all those that are new to scenario design. The perfect trigger tutorial.
- link not okay

- SCN Punk Network - Great site and team. Many articles for AI, Mods and triggers. - link not okay

- Neat Tricks I By Philip Dunscombe. Some of the less known tricks for AOK. - link not okay

Please look at this stuff and change it soon!

Thanks in advance


(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
posted 03-19-06 05:00 PM CT (US)     1004 / 1359  
I never really used the condition "Own Fewer Objects" before, but now I'm wondering how it works exactly. Can someone tell me?

Blah!
posted 03-20-06 07:32 AM CT (US)     1005 / 1359  
@ WizardBoy:
Yeah, the new Blackmsith layout killed all the old links. Correcting all of them is an ongoing task...

@ spartan:
If that players owns that many objects or fewer...


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 03-22-06 03:31 PM CT (US)     1006 / 1359  
Would you (da hobo or anyone else) be interested in putting this FAQ on the new wiki? I think it would actually be easier than editing on the forum. If you don't know how to "wiki", I'll be glad to show you.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-22-06 08:16 PM CT (US)     1007 / 1359  
Link fixed. We could setup a Age Wiki for AoK as well, as we have done for AoE3H.

-Zen


Zen
posted 03-23-06 02:35 PM CT (US)     1008 / 1359  
I asked about that a while ago around here and got a mixed response, but nothing was ever done about it. I definitely wouldn't mind an Age of Wiki, but would it be possible to keep the Genie games grouped together? I mainly made the wiki for the new explorations into the scenario and data formats, which are shared between the three games.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 03-29-06 06:41 PM CT (US)     1009 / 1359  
I personally dislike the idea of an AoK wiki. Though I was a crappy staff member of the AoE3H wiki, I didn't really like it. In my opinion, the wiki isn't as user-friendly as da hobo's format of the FAQ. It's simple, and printable in one go for those who might use it.

Anyways, some could say that this is another unique quality that we have - not keeping up with the times.


¯\_(ツ)_/¯
posted 03-31-06 10:19 PM CT (US)     1010 / 1359  
Question:
How do i stop GAIA buildings/units being converted when a player goes near them?
posted 03-31-06 10:27 PM CT (US)     1011 / 1359  
Set a looping trigger for that object to change ownership from the player(who ever will have a chance to get near it) to gaia.



dannyking.me


posted 03-31-06 10:30 PM CT (US)     1012 / 1359  
thanks =]
posted 04-01-06 02:43 PM CT (US)     1013 / 1359  

Quoted from SS:

In my opinion, the wiki isn't as user-friendly as da hobo's format of the FAQ. It's simple, and printable in one go for those who might use it.


This isn't true of the wiki? The format could be kept almost exactly the same.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 04-02-06 10:12 PM CT (US)     1014 / 1359  
OK, I made a copy of it at the wiki here. I think it's both easier to find information and to edit. It also prints more cleanly, as the wiki automatically removes the sidebar, etc. when you print.

Tell me what you think.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 04-03-06 08:55 AM CT (US)     1015 / 1359  
OK, people
I've been reading this forum for over a month cause I started do edit my own scenario.
Unfortunately, It is a Castle Blood of sorts (yes. I Know.) and i need to know how to make buildings undeletable.

I'm making this one to play with my pals and I haven't found the answer to this question in this FAQ (or anywhere else for that matter):
How to make buildings undeletable?

« Previous Page  1 ··· 10 ··· 20 ··· 27 28 29 30 31 ··· 39  Next Page »
Age of Kings Heaven » Forums » Scenario Design and Discussion » Scenario Design FAQ
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Kings Heaven | HeavenGames