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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 10-09-05 11:21 PM CT (US)     176 / 818  
The average user would not know to click onto the editbox to access the unit selector dialog.

I'd prefer the button over clicking the editbox.


geebert| Firefox & LinuX User | GenieWiki User
"You know you're bored when you click the links in peoples' sigs." - Meditative Monk
"Shhhhhh... be nice to other Heavens. The old Heavens are supposed to be wise and maintain a role-model status" - Aro
Favorite Links: AoK Trigger Studio - Scenario FAQ - Scenario Library
posted 10-09-05 11:36 PM CT (US)     177 / 818  
geebert brings up a good point. I agree.

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 10-10-05 00:04 AM CT (US)     178 / 818  
I like the button it is more intuitive.

Chinese Version:
Including the source code doesn't really give programmers, and modders the sense that should ask permission, but crediting the source should be done.


"I take it that this is the Anastasia Scud pines for?" - Epic Commander
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk
posted 10-13-05 01:38 PM CT (US)     179 / 818  

Quoted from "AnastasiaKafka":

Including the source code doesn't really give programmers, and modders the sense that should ask permission, but crediting the source should be done.


Yeah, but I did ask for permission in the readme.txt. I will probably remove that request, though, for the next version, seeing as one day I may disappear and nobody will legally be able to work on aokts.

@geebert: Checked your email lately?


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-13-05 03:27 PM CT (US)     180 / 818  
There is now a bug tracker available.

Please, please report scenarios that have the playerdata3 problem on the bug there.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-15-05 10:35 AM CT (US)     181 / 818  
Still waiting, geebert.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-16-05 03:19 AM CT (US)     182 / 818  
Can you make it so that you can change the name of a unit that has created with triggers?
posted 10-16-05 11:18 AM CT (US)     183 / 818  
Not really. You'd have to guess the unit ID of the newly created unit, which could basically be anything.

I also already tried to set an area of effect for the Change Object Name effect, but that didn't work either.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-16-05 11:20 AM CT (US)     184 / 818  
Modrocker, quickly to the HCC Gaia Contest!
posted 10-16-05 12:13 PM CT (US)     185 / 818  
OK, in the next release I'm going to incorporate effect/condition validity checks. Here's my function for effects, anyone have any suggestions? (&& means "and", || means "or", >= means "greater than or equal to" because -1 is AOK's value for unset.)
bool Effect::check() const
{
switch (type)
{
case EFFECT_ChangeDiplomacy:
return (s_player >= 0 && t_player >= 0 && diplomacy >= 0);

case EFFECT_ResearchTechnology:
return (s_player >= 0 && technology >= 0);

case EFFECT_SendChat:
return (s_player >= 0 && *text);//AOK missing text check

case EFFECT_PlaySound:
return (s_player >= 0 && *sound);//AOK missing sound check

case EFFECT_SendTribute:
return (s_player >= 0 && t_player >= 0 && res_type >= 0);

case EFFECT_UnlockGate:
case EFFECT_LockGate:
return (num_sel >= 0);

case EFFECT_ActivateTrigger:
case EFFECT_DeactivateTrigger:
return (trig_index >= 0);

case EFFECT_AIScriptGoal:
return (s_player >= 0 && ai_goal >= 0);

case EFFECT_CreateObject:
return (s_player >= 0 &&
location.x >= 0 && location.y >= 0 && unit_cnst >= 0);

case EFFECT_TaskObject:
case EFFECT_KillObject:
case EFFECT_RemoveObject:
case EFFECT_FreezeUnit:
case EFFECT_DamageObject://amount not checked because it can be negative
case EFFECT_ChangeObjectHP://ditto
case EFFECT_ChangeObjectAttack://ditto
case EFFECT_StopUnit:
return (num_sel >= 0 || area.left >= 0);//AOK missing this

case EFFECT_DeclareVictory:
return (s_player >= 0);

//EFFECT_KillObject, EFFECT_RemoveObject above.

case EFFECT_ChangeView:
return (s_player >= 0 && location.x >= 0 && location.y >= 0);

case EFFECT_Unload:
return (s_player >= 0
&& (num_sel >= 0 || area.left >= 0)//AOK missing this
&& location.x >=0 && location.y >= 0);

case EFFECT_ChangeOwnership:
return (s_player >= 0 && t_player >= 0
(num_sel >= 0 || area.left >= 0));//AOK missing this

case EFFECT_Patrol:
return (num_sel >= 0 && location.x >= 0 && location.y >= 0);

case EFFECT_DisplayInstructions:
return (panel >= 0 && disp_time >= 0 && *text);//AOK missing text

case EFFECT_ClearInstructions:
return (panel >= 0);

//EFFECT_FreezeUnit above

case EFFECT_UseAdvancedButtons:
return true;//no properties to set

//EFFECT_DamageObject above

case EFFECT_PlaceFoundation:
return (s_palyer >= 0 && unit_cnst >= 0
&& location.x >= 0 && location.y >= 0);

case EFFECT_ChangeObjectName:
return (num_sel >= 0 && *text);//AOK missing text

//EFFECT_ChangeObjectHP, EFFECT_ChangeObjectAttack, EFFECT_StopUnit above

default:
return false;//unknown effect type
}
}


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-16-05 05:25 PM CT (US)     186 / 818  
@Digit: I got your email and I currently have nothing to add to the help file. I'll start working on the page constants once the release is out.

Should we report other bugs with the bug tracker?


geebert| Firefox & LinuX User | GenieWiki User
"You know you're bored when you click the links in peoples' sigs." - Meditative Monk
"Shhhhhh... be nice to other Heavens. The old Heavens are supposed to be wise and maintain a role-model status" - Aro
Favorite Links: AoK Trigger Studio - Scenario FAQ - Scenario Library
posted 10-16-05 09:36 PM CT (US)     187 / 818  
Hmm... For effects like Task Object, Remove Object, etc., I'm not sure if you should check if there are objects/areas set. There are legitimate uses to setting Remove Object, the player, and nothing else... I've done that in a few of my projects. More often than not, not setting the area/unit is a game crashing situation, but just wanted to give the heads up that it can be useful.

Quote:

case EFFECT_DamageObject://amount not checked because it can be negative
case EFFECT_ChangeObjectHP://ditto
case EFFECT_ChangeObjectAttack://ditto


Couldn't you do a check to make sure the number is not equal to 0?

Quote:

case EFFECT_DisplayInstructions:
return (panel >= 0 && disp_time >= 0 && *text);//AOK missing text


A display time of 0 is actually very useful.

Quote:

case EFFECT_PlaceFoundation:
return (s_palyer >= 0 && unit_cnst >= 0
&& location.x >= 0 && location.y >= 0);


Heads up on the "player" typo.

Quote:

case EFFECT_ChangeObjectName:
return (num_sel >= 0 && *text);//AOK missing text


Sometimes the designer actually wants to change the name of a unit to blank text. Some people, when representing ghost-like objects, won't give the object a name. I don't know, I'd rather just rename the object "Ghost", but to each his own.

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 10-17-05 04:51 PM CT (US)     188 / 818  

Quoted from geebert:

Should we report other bugs with the bug tracker?


Oh, definitely. Sorry, I thought that was assumed.

Thanks for the feedback, zyx, I'll make those changes. But can you tell me when no area crashes and when it doesn't? I know that is one of the common crashing errors, and I'd like to try to prevent that automatically, you know? And notice for everything, including display time, it's greater than or equal to 0.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-18-05 08:06 PM CT (US)     189 / 818  
bool Condition::check() const
{
switch (type)
{
case CONDITION_BringObjectToArea:
return (object >= 0 && area.left >= 0);

case CONDITION_BringObjectToObject:
return (object >= 0 && u_loc >= 0);

case CONDITION_OwnObjects:
case CONDITION_OwnFewerObjects:
return (player >= 0 && amount >= 0);

case CONDITION_ObjectsInArea:
return (area.left >= 0 && amount >= 0);

case CONDITION_DestroyObject:
return (object >= 0);

case CONDITION_CaptureObject:
return (object >= 0 && player >= 0);

case CONDITION_AccumulateAttribute:
return (player >= 0 && res_type >= 0);

case CONDITION_ResearchTehcnology:
case CONDITION_ResearchingTechnology:
return (player >= 0 && technology >= 0);

case CONDITION_Timer:
return (amount >= 0);

case CONDITION_ObjectSelected:
return (object >= 0);

case CONDITION_AISignal:
return (ai_signal >= 0);

case CONDITION_PlayerDefeated:
return (player >= 0);

case CONDITION_ObjectHasTarget:
return (object >= 0 && u_loc >= 0);

case CONDITION_ObjectVisible:
case CONDITION_ObjectNotVisible:
return (object >= 0);

//CONDITION_ResearchingTechnology above

case CONDITION_UnitsGarrisoned:
return (object >= 0 && amount >= 0);

case CONDITION_DifficultyLevel:
return (amount >= 0);

default:
return false;
}
}


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-19-05 06:31 PM CT (US)     190 / 818  
Update on holdoff unit: Well, out of some strange impulse today, I tried again with the pre-garrisoned holdoff unit and it worked! I have no clue what I did differently either. Here are the steps I took to create the scenario:
  1. "Create Scenario" in AOK, random map.
  2. Made P1 and P2 allies.
  3. Removed all but scout of P1.
  4. Created P2 transport ship and P1 villager near it.
  5. Saved, opened in AOKTS, set villager garrison. Saved.
  6. Opened in AOK, tested.

Please test it yourself, I hope it's not just me!


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 10-23-05 03:46 PM CT (US)     191 / 818  
Version 0.3.2 Released!

Bugfixes available here.

Improvements:

  • Can edit all techs attribute. (geebert)
  • Can edit more than one condition/effect at once.
  • Reports unknown values in effects/conditions.
  • Reseting scenario while trigger editor open sped up greatly.
  • Added editing of string table ID for messages. (geebert)
  • Improvements to the statistics dialog. (geebert)
  • Delete key works in unit editor, allowing for speedy deletion.
  • Linked to help file by geebert.
  • Reports errors to file specified in aokts.ini. (geebert)
  • Condition editor now linked to the unit selector dialog.
  • Tabbing through editor controls works.
  • Basic checks for condition/effect validity.

Known Issues:

  • Changing a unit's type constant will not always place the string in sort order.

Remember, please report all bugs and feature requests on the bug tracker, linked in first post. (@Colosseum: I replied with a question to your bug, please reply back.) Enjoy!


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

[This message has been edited by DiGiT (edited 10-23-2005 @ 03:47 PM).]

posted 10-24-05 03:21 AM CT (US)     192 / 818  
Nice! I'm downloading right now! =)
posted 10-24-05 05:21 AM CT (US)     193 / 818  
@DigiT

I belive ES used string table ID on "change object's name" in the offical campaigns. Could you try applying it on the effect?

posted 11-02-05 07:24 PM CT (US)     194 / 818  
hey err.. call me thick but iv downloaded the zip file extracted it to a folder on the desktop read the read me that told me to download ZLIB.dill or somthing like that wich i did and.. now im lost as far as making it work goes :P

so 3 questions :P

how do you turn this thing on?
whats the bug fixes in post 191 link askes me for a password o.o
why dose everything keep exploding in my face latly?

posted 11-02-05 08:14 PM CT (US)     195 / 818  
1. Did you extract zlib1.dll to your aokts directory?
2. Oh, sorry, didn't realize that was the case. You (and anyone else) can now login with user "anonymous" pw "anon", but you won't get nearly the priviledges as a registered user
3. I dunno, sounds like a personal problem to me.

Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 11-02-05 09:00 PM CT (US)     196 / 818  
@DiGiT: Do you think you could enable RSS for the bug tracker?

I have some ideas for the Map Viewer:
-When you mouseover a unit, it would display what type of unit it is and which player it is.
-When you click on an area in the map, it would display the coordinates.

I think that you should just release the mapviewer in the next version without the units displayed. That way you could make sure that everything else worked before you add the units.

You might want to put info on how to get anonymous access to the bugtracker into the top post and onto your website.


geebert| Firefox & LinuX User | GenieWiki User
"You know you're bored when you click the links in peoples' sigs." - Meditative Monk
"Shhhhhh... be nice to other Heavens. The old Heavens are supposed to be wise and maintain a role-model status" - Aro
Favorite Links: AoK Trigger Studio - Scenario FAQ - Scenario Library
posted 11-03-05 07:19 PM CT (US)     197 / 818  
I dunno about the RSS thing. Anyway, there's not too much point in having something live for it, because it's mainly just useful when I release a new version so you can see what I fixed.

About the mapviewer, it'll show the coordinates in the statusbar just as you move your mouse around. No reason to click! I will also add an option to hide the units if you want to.

And thanks for the idea about the bugtracker.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 11-03-05 10:54 PM CT (US)     198 / 818  
Hey DiGiT,
Have you checked the bugtracker recently?

In the Map Viewer, I think that you should display the units in different colors based on the unit's player. The colors should be what was specified for each player's color in the Players tab.


geebert| Firefox & LinuX User | GenieWiki User
"You know you're bored when you click the links in peoples' sigs." - Meditative Monk
"Shhhhhh... be nice to other Heavens. The old Heavens are supposed to be wise and maintain a role-model status" - Aro
Favorite Links: AoK Trigger Studio - Scenario FAQ - Scenario Library
posted 11-04-05 10:51 PM CT (US)     199 / 818  
But isn't that the logical thing to do and the way AOK does it?

And no.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 11-04-05 11:48 PM CT (US)     200 / 818  
200!

EDIT- you should include everything in one zip, DiGiT.

[This message has been edited by MW (edited 11-04-2005 @ 11:49 PM).]

posted 11-22-05 08:51 PM CT (US)     201 / 818  

Quoted from "Shumba":

im compleatly lost here
i unzip aokts.zip into a new folder
i unzip the file given above to the same folders as instructed
i try to open aokts.exe and its says its performed an error or somthing ..
AOKTS caused an invalid page fault in
module AOKTS.EXE at 017f:0040fab1.
Registers:
EAX=00000000 CS=017f EIP=0040fab1 EFLGS=00010246
EBX=004207f4 SS=0187 ESP=0068bc28 EBP=00000000
ECX=00000001 DS=0187 ESI=0068e9b2 FS=351f
EDX=0068e9b2 ES=0187 EDI=00000000 GS=0000
Bytes at CS:EIP:
0f b6 07 8b 0d 74 f0 41 00 8a 04 41 83 e0 08 85
Stack dump:
009c0520 0068e9b2 00000000 004207f4 0040fb25 00000000 0040dfeb 00000000 bff77844 00000000 0000000b 0041fa68 00000009 6568543b 61206573 61206572

running on windows 98SE

am i doing it wrong? or ...

Quoted from "DiGiT":

@Shumba: This is a fresh version of aokts?? It gives this error when starting up? Please post about it in the aokts thread (sig link).


well i downloaded it i think no more than a week ago then grabbed the files with no luck in making it work.
i put this down to thinking i had the wrong files.
but now iv unziped it all again with the files you posted in a topic and got the same problem perhaps its not me :P

**edit from read me file : AOK Trigger Studio - 0.3.2 (23 October 2005)

unfortunatly ill have to say it 'could' just be my comp .. im running windows 98SE on a dented box help together with sellertape sort of thing
I would be suprised if i dont have some sort of virus by now (waitting for a format all and start again oppitunitty, but my dad 'kindly' lost the 98SE disk for me)
for some reason i cant get to the site were i downloaded the file i (think it was 'http://www.digitization.org/aokts.html') but works fine for someone else that went there at the same time..

so above is there error i get on opening (i dont even see a window appear first)
i just thought if your gona try fixing it cos its a problem i would let you know the state of my computer first :P
all subject to change on the next reset


sorry for my horrid spelling lmao,
en thanks :P

[This message has been edited by Shumba (edited 11-22-2005 @ 08:54 PM).]

posted 11-23-05 06:41 AM CT (US)     202 / 818  
Hi DiGiT!

I have made shell extensions for your decompressor, and I loaded them up into the utility's downloads page! Now, people don't have to type whole adresses now. If the files are added to the downloads page, and if you installed them, you have only to click on the empires2(_x1).dat file to (de)compress it! Is this a good idea?

and yesterday, I downloaded your trigger studio program! Fantastic work! But if the program can decompress the .scn(x) files, would you like to make a new (de)compressor, but only for .scn(x) files? I apreciate it, if you do that. if done, other people can experiment, with the .scn(x) files, and send you more info for a higher version!

And about the map sizes:
How is it possible that the maps can't be made larger then 255x255?!
> I don't want to say that you are a noob, but I want to tell to you, if the bytes that control the map sizes, are 2 bytes large (double or something), the maps can be made larger of course, and remember that after the FF00 byte comes FF01 instead of 01FF. Maybe, that was your mistake.
(I don't want to blaim you anything, or call you a noob, but this is only a little tip. And of course, the map tile section must be enlarged.

I found out that it isn't cery dificult to changes the map tile indetity, and elevation height.
Maybe, if tile editing is possible, you can make a ???x??? table with all map tiles, and if you double click on a tile, you get a little screen that allows you to choose some options.

I will give you the exeample picture I made, if you want.

EDIT:
And when I wanted to download your newest version, it brought me to a login field!?

[This message has been edited by Ancient Warrior (edited 11-23-2005 @ 06:46 AM).]

posted 11-23-05 11:50 AM CT (US)     203 / 818  
@Shumba: I guess I'd say wait until I release the next version. If it still happens tell me the same stuff you posted (the numbers will change) and I'll try to find out where the error is occuring.

About the shell extension, feel free to distribute if you like, but I for one am opposed to any kind of installation program. It makes things much harder. To solve the user-friendliness problem, I actually already planned to build a generic decompressor into the AOKTS user interface.

About editing scn files: There's an option in the readme as to whether aokts deletes scendata.tmp (which contains the decompressed scenario) on exit. Just set it to zero and hex edit away!

Map sizes: Heh, sorry, it's an AOK limit. AOK crashes with any map size greater than 256.

Tile suggestion: Don't quite get what you mean.

Login screen on download: Don't know what's happening there, my website has been slow lately due to another user on the same server (ugh) so maybe that's related. Just try again.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 11-24-05 07:14 AM CT (US)     204 / 818  
@ DIGIT:
Oh sorry man! I didn't knew that you were building such things like that!
But I have already uploaded it a wile ago. The people that want to download it, can download it, and I will quit making shell extensions. I think that you don't want it, but I only say that I want to help you with shell extensions if you want. The last four days, I'm programming these.

And about the temp file:
What do I have to set so zero?, and is the .tmp file a complete decompressed scenario?, because when I compressed the .scx, the game chrashes when used, so what did I wrong?

Off-topic:
And did you saw the savegame format of AoE/RoR?
It's almost a copy of the .dat file with extra info such as landscapetile data, and more.
Yesterday, I began editing the savegamefiles, and I created complete NEW units!
Maybe this is good news for AoE heaven.

posted 11-24-05 07:21 AM CT (US)     205 / 818  
Yes, the tmp file is a decompressed scenario file. I have already done some hex-editing before as mentioned here, and has send some information I gathered to DigiT.

Also, please stop talking about AoE here. If you are really that eager to talk about discoveries about AoE1, go to AoE Heaven. This is AoK Heaven, not AoE Heaven. Just as you are not allowed to talk about AoE2 and AoE3 in AoE Heaven, it would be good to not talk about AoE1 here.

[This message has been edited by scenario_t_c (edited 11-24-2005 @ 07:24 AM).]

posted 11-24-05 07:56 AM CT (US)     206 / 818  
Hi TC,
But when i have the .tmp file, can I compress it and use it as a valid scenario file?
posted 11-24-05 08:09 AM CT (US)     207 / 818  
That 's exactly what I did before, or I couldn't find anything.
posted 11-24-05 08:23 AM CT (US)     208 / 818  
Maybe is the file header missing. Officialy, it must have a file header, and a version number
posted 11-24-05 11:09 AM CT (US)     209 / 818  
I can't download AOKTS. When I click the download link, the following message appears:

Gateway Timeout
The following error occurred:

[code=DNS_TIMEOUT] A DNS lookup error occurred because the request timed out during the lookup.
Please contact the administrator.

posted 11-24-05 11:28 AM CT (US)     210 / 818  
@AW: Oh, don't worry, I'm not mad. I'm just saying I have other plans already. And you can't just compress the scendata.tmp because, as you said, you also need the header.

And I think it's somewhat appropriate to talk about AOE here because AOKTS with very few modifications could load AOE scenarios.

@cesar: That's probably just a problem with my website. Try again later.


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