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

Scenario Design
Moderated by Yeebaagooon, nottud

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: YATE - new trigger editor coming soon ...
« Previous Page  1 2 3  Next Page »
posted 28 December 2002 03:33 AM EDT (US)   
YATE - The professional trigger editor is coming!

New:
YATE TUTORIAL - CLICK HERE!
(+ Latest screenshot! UPDATED!)

The test period is completed now.
Please do not send emails anymore!
You can download YATE when the tester's replies are worked out.

Former progress screenshots:
YATE 0.93 + YATE View (2)
YATE 0.93 + YATE View
YATE 0.93
YATE 0.92
YATE 0.91
YATE 0.90 - The start of a new trigger editor


It is based on random map scripting.
This editor allows you to easily create armies and triggers for a scenario just by using pulldown menues and inserting amounts. It makes creating triggers - which are similar for each player - very easy.

So, what does it do:
YATE will create RMS files - these files you can copy into your AOM\rm directory. Then you can load your generated "random map" into the map editor and - there you are - you have a map template with all armies and triggers you added with YATE!

Who needs it?:
Everyone who wants to make a scenario with many triggers, especially triggers which are similar for every player (like in a 'Blood')! You can also use it to generate you basic random map script (if you are used to it)!

A small BUT:
I havnt found any way yet to implement the triggers into an existing scenario map.

So, the way is:
1. You first make a concept of your map
2. You create a map/trigger/army template with YATE
3. You load the generated RMS file into the map editor and do your paintings

Any suggestions or comments?
MP

[This message has been edited by M0nTy PyTh0n (edited 01-28-2003 @ 12:01 PM).]

Replies:
posted 28 December 2002 03:40 AM EDT (US)     1 / 71  
pretty cool, but second link wont work

posted 28 December 2002 06:16 PM EDT (US)     2 / 71  
Great job, Monty ! A lot of work has ben put into it, I can tell ;-).

One of my impressions is that this editor is very complete and specific. My other impression, by looking at the layout, is that its complexity scares me ;-) (despite that fact that the triggers/effects shown on there are already known).

My suggestions would be to adopt a mix between AoK's layout/color scheme and MS PAINT's nice-and-simple column layout. (Adding little icons are great, too! They make the interface less crowded.)

Good luck to you!

[This message has been edited by Alexandergreat3 (edited 12-28-2002 @ 06:17 PM).]

posted 29 December 2002 03:04 AM EDT (US)     3 / 71  
Very good.


Where can i download it?
Can you post it in the downloads section?

posted 29 December 2002 03:15 AM EDT (US)     4 / 71  
well....it looks very cool
but i have questions about chang unit name, hp, attack etc.
could u add these things(or trigger) in the editor??
thanx
posted 29 December 2002 03:48 AM EDT (US)     5 / 71  
I will upload it in a few days to AOMH utilities. All works fine now, but I still have to include some improvements for handling the conditions and effects...

M0nTy_PyTh0n
RM Scripter - Utility Programmer - Music/Sound Composer/Creator
HYENA STUDIOS
Also on YouTube and MySpace
Partner of Tsunami Studios - Sound and Music Composer
All rights reserved.
posted 29 December 2002 04:32 AM EDT (US)     6 / 71  
How to create trees, berry's, ckickens, animals with it?
posted 29 December 2002 05:43 AM EDT (US)     7 / 71  
It is a trigger editor, NOT a map editor! (.. but I'm thinking of a Random Map Script Generator, maybe later ).

The objects or armies will be placed random on the map or close to players TC. If you don't pick a unit for your army you have a ghost army . You can move your units to a position you want, using the map editor. There will be also a possibility to place the objects to a well defined location on the map, for example (Meters in X direction, Meters Height, Meters in Z direction). Nevertheless you can change the locations for deploy armies, etc. when you check the triggers and armies in the map editor.

I will include all trigger conditions and effects which are known, and some hidden like 'change HP' etc. , if they work (no modding)!

To Alexandergreat3:
Surely, the layout looks a bit scary. I'm also a bit new to this 'visual stuff'. Maybe I find a way to include submenues for map, army and trigger information.

BUT, isn't it nice to create 10.000 triggers with just one mouse click? LOL


M0nTy_PyTh0n
RM Scripter - Utility Programmer - Music/Sound Composer/Creator
HYENA STUDIOS
Also on YouTube and MySpace
Partner of Tsunami Studios - Sound and Music Composer
All rights reserved.

[This message has been edited by M0nTy PyTh0n (edited 12-29-2002 @ 06:42 AM).]

posted 29 December 2002 08:31 AM EDT (US)     8 / 71  
WE ARE THE KNIGHTS WHO SAY...NI! sounds good
posted 29 December 2002 11:08 AM EDT (US)     9 / 71  
Yes... Anything to speed up scenario editing trigger stuff Im all for. It took me long enough just to do the triggers for the Germz_Blood alpha. (Close to a minute on each one... or more.) <--- Thats just setting them up, not actualy seeing if they work.

Btw... Is there any way you could make it so that when picking a unit you could either type in the name or select it from a dropdown list? Because there are many units I know the names of but it takes a long time to find them on a dropdown list...

[This message has been edited by GOTD_FireCobra (edited 12-29-2002 @ 11:15 AM).]

posted 29 December 2002 11:28 AM EDT (US)     10 / 71  
I look forward to it M0nty!

A f t y

A A R S

:: The Sun always rises in the East :: Flawless Crowns :: Dancing Days ::

"We kissed the Sun, and it smiled down upon us."
posted 29 December 2002 06:21 PM EDT (US)     11 / 71  
Yes, you can pick it from the dropdown list or just write into the box, np! But there are 623 units!

M0nTy_PyTh0n
RM Scripter - Utility Programmer - Music/Sound Composer/Creator
HYENA STUDIOS
Also on YouTube and MySpace
Partner of Tsunami Studios - Sound and Music Composer
All rights reserved.

[This message has been edited by M0nTy PyTh0n (edited 12-29-2002 @ 06:27 PM).]

posted 30 December 2002 00:30 AM EDT (US)     12 / 71  
Well, for your average blood map, you should be able to memorize the names of the most commonly used units. Using both methods should greatly speed up making triggers.
posted 30 December 2002 00:52 AM EDT (US)     13 / 71  
I hope I can interface this with my blood.

One thing: Will it cover all the triggers?


_________________.##@@$$$@@##._____________
______________,##@$::%$$%%::$@##.__________
____________#@$:%%000000000%%:$@#_________
___________#@$:%00'___________'00%:$@#_______
__________#@$:%0'_______________'0%:$@#______
_________#@$:%0__________________0%:$@#_____
posted 30 December 2002 01:11 AM EDT (US)     14 / 71  
Im gonna name my children after you

  • >> LKS_Cheeselord >>
  • Proud member of LKS. Click here to join.
  • Member of Arcane Studios, DGDN, and LKSware
  • PROJECTS: Magic Rugs - Cheese Giant - Anim Editor
  • Fear the power of CHEESE!
  • posted 30 December 2002 01:15 AM EDT (US)     15 / 71  
    Looking very good, Monty.

    I'll post this in the DGDN news tommarro


    CheeZy ex-HG Angel
    WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
    "But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
    ----Stuff I've Made----
    posted 30 December 2002 02:09 AM EDT (US)     16 / 71  
    i must be blind,

    what does it do?

    posted 30 December 2002 03:28 AM EDT (US)     17 / 71  
    Yes it will include all triggers!

    M0nTy_PyTh0n
    RM Scripter - Utility Programmer - Music/Sound Composer/Creator
    HYENA STUDIOS
    Also on YouTube and MySpace
    Partner of Tsunami Studios - Sound and Music Composer
    All rights reserved.

    [This message has been edited by M0nTy PyTh0n (edited 12-31-2002 @ 02:30 AM).]

    posted 30 December 2002 04:34 AM EDT (US)     18 / 71  

    Quote:

    Because there are many units I know the names of but it takes a long time to find them on a dropdown list...

    When the list is open and your looking for a unit or building just press the letter the object your looking for starts with on the keyboard. It will bring the list to any units that start with that letter. Keep hitting it and it will scroll trough them.

    Example:

    I want to look for a Priest, so all I need to do is keep hitting p until it shows up.

    posted 30 December 2002 05:26 AM EDT (US)     19 / 71  
    Hoho, I have to include this option first!

    It is included now


    M0nTy_PyTh0n
    RM Scripter - Utility Programmer - Music/Sound Composer/Creator
    HYENA STUDIOS
    Also on YouTube and MySpace
    Partner of Tsunami Studios - Sound and Music Composer
    All rights reserved.

    [This message has been edited by M0nTy PyTh0n (edited 01-07-2003 @ 02:58 PM).]

    posted 30 December 2002 01:26 PM EDT (US)     20 / 71  
    Monty, my friend, you are my new God.

    Really.

    *sets up shrines and sells holy books to people for $20.00 each*


    _________________.##@@$$$@@##._____________
    ______________,##@$::%$$%%::$@##.__________
    ____________#@$:%%000000000%%:$@#_________
    ___________#@$:%00'___________'00%:$@#_______
    __________#@$:%0'_______________'0%:$@#______
    _________#@$:%0__________________0%:$@#_____
    posted 31 December 2002 10:46 AM EDT (US)     21 / 71  
    Well, YATE makes good progress ... but I still need the correct TechID's (numbers from 0 to ~391) for "Set Tech Status". Is there any TechID list around which assigns the Tech to its TechID (RMS) number? I started to make my own, using the order set in the tech list of the map editor, but I found some discrepancies in the order, hmmm ...

    M0nTy_PyTh0n
    RM Scripter - Utility Programmer - Music/Sound Composer/Creator
    HYENA STUDIOS
    Also on YouTube and MySpace
    Partner of Tsunami Studios - Sound and Music Composer
    All rights reserved.
    posted 31 December 2002 11:58 AM EDT (US)     22 / 71  
    When do you start on a random map generator?
    posted 31 December 2002 02:33 PM EDT (US)     23 / 71  
    M0nTy PyTh0n, get AoMED(http://mods.dgdn.net in the tools forum of AoM) and extract the data.bar, then convert the techtree.xmb into a techtree.xml and you'll find the techID's there.

    Area 42
    EE Studio | AoM ZooM Editor
    11 Relics Modpack(4.8) | Soccer Scenario(4.2) | SWGB Casino(4.7)
    Quand un athlète fait cent fois l'salaire d'un médecin Moi j'dis qu'c'est ça l'déclin d'l'empire américain - Cowboys Fringants
    The artist formerly known as Prin...errm...EO
    posted 31 December 2002 05:28 PM EDT (US)     24 / 71  
    Thanks Larmir, that will prevent me to test each ID!
    Happy new year to all!

    M0nTy_PyTh0n
    RM Scripter - Utility Programmer - Music/Sound Composer/Creator
    HYENA STUDIOS
    Also on YouTube and MySpace
    Partner of Tsunami Studios - Sound and Music Composer
    All rights reserved.
    posted 03 January 2003 05:59 AM EDT (US)     25 / 71  
    Help!
    Has anyone already downloaded the prog AOMeD?
    I tried to download it at http://mods.dgdn.net , but the server does not respond. Can you post the URL where I can find it else? Or let me know if you can send it to me via email. Thnx

    M0nTy_PyTh0n
    RM Scripter - Utility Programmer - Music/Sound Composer/Creator
    HYENA STUDIOS
    Also on YouTube and MySpace
    Partner of Tsunami Studios - Sound and Music Composer
    All rights reserved.
    « Previous Page  1 2 3  Next Page »
    Age of Mythology Heaven » Forums » Scenario Design » YATE - new trigger editor coming soon ...
    Top
    You must be logged in to post messages.
    Please login or register
    Hop to:    
    Age of Mythology Heaven | HeavenGames