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Scenario Design
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Topic Subject: The AoM Trigger Editor Guide - Huge Post
posted 02 April 2003 02:28 AM EDT (US)   
This guide attempts to explain what the different triggers can do and how to set them up by way of explaining what should be input in the various fields associated with each trigger, condition and effect. It is presented in a step by step walk through of the Trigger Editor.

This is a work in progress. Please, if you can fill in any missing information, feel free to post and I will edit it in. Also feel free to offer corrections, but please, no guesses. Only correct what you know to be wrong and only fill in with information you are certain is correct. Anywhere you see (***please insert explanation here***) is obviously something which I have yet to define.

Examples are always helpful, so if you would be willing to help with some it would be much appreciated

The following is an example of a fairly complete entry. This is what I am striving for as it puts every part of the condition or effect into perspective. Beyond that your imagination should suffice. This is for the effect Counter:Add Timer as it occurs in the guide:

1Counter:Add Timer - 2When the conditions of the trigger are met, this effect will start a timer which, at it's end, will display an onscreen message and/or 'fire' a trigger. This allows you to time certain events within your scenario to occur on schedule. 3For example, you may wish to have an earthquake occur in the game, but rather than leaving it to chance or setting it off by an event that may or may not occur, you wish to have it go off exactly 5 minutes into the game, regardless of other circumstances.
4The 'Name' text box is where you give your counter a name. The default is 'countdown' but you may use any name you feel like. 5(Earthquake Timer)
The 'Start' text box must have a positive number for the number of seconds your timer will start at. (300 {60 seconds x 5 minutes = 300 seconds})
The 'Stop' text box must have a number > 0 but < 'Start' for the number of seconds your timer will stop at. (0)
The 'Message' text box is for the message you wish displayed (if any) once your timer reaches 'Stop'. (Hera is wroth with thee and thine! Feel Her anger, mortals!)
The 'Trigger' lookup table will allow you to select a trigger from your trigger list and will 'fire' that trigger when the timer reaches 'Stop'. (Earthquake Trigger)

1 - The name of the condition or effect
2 - The definition of the condition or effect
3 - An example of how the condition or effect might be used
4 - The additional factors which configure the condition or effect
5 - Input examples to support the main example

Throughout the work, as it progresses, a will appear every so often. These mark contributions added by other forumers and they are mentioned at the end of the work for their contributions.

The first thing we see when we open the Trigger Editor is a lookup box labeled 'Group' with a default value of 'Ungrouped'.
This value is used for (***please insert explanation here***).

Next are the 'Insert' and 'Delete' buttons. Insert generates a new blank trigger and places the name in the list box to the left. Delete removes the highlighted trigger from the list at the left.

Below this are 3 radio buttons labeled 'Triggers', 'Condition:' and 'Effects'...Simply select the item you wish to create/edit at this time.

Effects are just that...the desired effect of the trigger. i.e. a trade cart spawns an assassin...something you can't get the game to do under normal circumstances.

Conditions are the conditions which must be met in order for the effect to take place. i.e. the aforementioned trade cart must be at a specific place; like say 2 spaces from the pharoah's favorite monkey.

Triggers compare the conditions and if a match occurs sets off, or 'fires', the effect. i.e. our trade cart is 5 spaces away from the pharaohs favorite monkey so nothing happens, 4, nothing, 3 nothing, 2 spaces away and the assassin spawns (appears). To kill the monkey will require another trigger.

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On the 'Triggers window' (the right pane of the Trigger Editor when the Triggers radio button is selected) we see a text box labeled 'Name:'. When you insert or highlight a trigger, it's name goes here. The name will be Trigger_### unless you use this box to rename it. After renaming, press enter to accept the new name.

Below this are 3 check boxes labeled 'Active', 'Loop', and 'Run Immediately'

Active will tell your game to check regularly to see if the conditions of your trigger are met. If, so the trigger will fire, otherwise the game will continue to check. Once fired, the trigger is 'used up' for the remainder of the scenario. It will not fire again.

Loop will tell your game to check regularly to see if the conditions of your trigger are met. If, so the trigger will fire, otherwise the game will continue to check. Once fired, the trigger is reset and the game will check again for conditions to be met and, if so, the trigger will fire again and so on.

Run Immediately will (***please insert explanation here***)

Below this is the Priority bar which sets the priority that the triggers are sorted and run by. High priority trigger will run before low priority ones of similar construct.

To the right of these are two list boxes labeled 'Conditions' and 'Effects' these are the conditions and effects associated with this trigger. By default the condition listed is always and the effect listed is SetIdleProcessing.


On the 'Conditions window' (the right pane of the Trigger Editor when the Conditions radio button is selected) we see an unlabeled text box containing the name of the type of condition selected.

Below this is a list box containing all the conditions set for this particular trigger.

The insert and delete boxes here are the same as before to generate new or delete selected conditions.

To the right of these we see a lookup box labeled 'Type'. The lookup table reveals a list of condition types, each of which may or may not reveal more choices for fine tuning the condition. We will go over these individually here.

Abort Cinematic - When the cinematic is aborted for any reason (end of cinematic, escape button, etc...) this condition is met.


What it does is it detects when a player is trying to exit the cinematic mode by either pressing the ESC key or Space. Therefore, it is useful when a designer wants to create a trigger that would allow the player to exit cinematic modes. For example:

TRIGGER
Condition: Abort Cinematic
Effect: CinematicMode OFF (takes off the black letterbox veils)

So whenever the player wants to exit a cinematic mode, he/she can press the ESC key or the Space.

however

When a camera track is being played, however, that's a different thing. In order to stop the camera track and change the camera view, do the following:
1) Create a different camera track with a length of 0.1 second
2) Set the view of that camera (this will be the view when the cinematic mode is aborted)
3) After that, use this track in your trigger as follow:

TRIGGER 1
Condition: Abort Cinematic
Effect: Cinematic Mode OFF
Effect: Camera Track (the 0.1 sec track)

All Buildings Dead - When all the buildings of a certain player (select 1-10 from the 'Player' lookup table) have been destroyed this condition is met.

All Units And Buildings Dead - When all the buildings and all the units of a certain player (select 1-10 from the 'Player' lookup table) have been destroyed this condition is met.

All Units Dead - When all the units of a certain player (select 1-10 from the 'Player' lookup table) have been destroyed this condition is met.

Always - Always stands alone. This condition puts an effect into play right away regardless of other circumstances (granting/casting immediate god powers or setting starting lighting effects, etc...).

Army Distance to Point - When a certain army (selected from the 'Army' lookup table) is at or near a set distance away from a given area this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Set Area' button allows you to determine exactly where a condition will be met or an effect will occur.
The 'Show Area' button center the screen on the area set.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the army's position in relation to the area.
'< ' closer to the area than the given distance.
'<=' closer to the area or at the given distance.
'==' at the given distance from the area.
'>=' at the given distance from the area or further.
'> ' further from the area than the given distance.
You must also specify the distance in squares in the 'Distance' text box. Note: This must be a number greater than 0.

Army Distance to Unit - When a certain army (selected from the 'Army' lookup table) is at or near a set distance away from a given unit(s) this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Target Unit' button will make the unit you have selected, by left-clicking on the unit, the target for this condition.
The 'Show' button will center the screen on the 'Target Unit' selected for this condition.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the army's position in relation to the area.
'< ' closer to the unit(s) than the given distance.
'<=' closer to the unit(s) or at the given distance.
'==' at the given distance from the unit(s).
'>=' at the given distance from the unit(s) or further.
'> ' further from the unit(s) than the given distance.
You must also specify the distance in squares in the 'Distance' text box. Note: This must be a number greater than 0.

Army in LOS -When a certain army (selected from the 'Army' lookup table) is in Line of Sight (LOS) of units of a certain player (select 1-10 from the 'Player' lookup table) this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Is Alive - As long as a certain army (selected from the 'Army' lookup table) remains alive this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Is Dead - If a certain army (selected from the 'Army' lookup table) is completely destroyed this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Owned - When a certain army (selected from the 'Army' lookup table) is owned by a certain player (select 1-10 from the 'Player' lookup table) this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Visible to Player - When a certain army (selected from the 'Army' lookup table) is visible to any player this condition is met.
The 'Show' button will center the screen on the army selected from the 'Army' lookup table for this condition.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Difficulty Level - When a difficulty level is
'< ' lower than the given level.
'<=' lower than or equal to the given level.
'==' equal to the given level.
'>=' equal to or greater than the given level.
'> ' higher than the given level.
this condition is met.

Diplomacy Change - When the diplomatic stance of a certain player (select 1-10 from the 'Player' lookup table) has been changed to a certain status (select Ally, Neutral or Enemy from the 'Status' lookup table) with a certain other player (select 1-10 from the 'Player' lookup table) this condition is met.

Distance to Point - When a certain unit(s) is(are) at or near a set distance away from a given area this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition.
The 'Set Area' button will set the area you select, by left clicking the area, as the point from which the Source Unit(s)' distance will be measured.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this condition.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the unit(s) position in relation to the area.
'< ' closer to the area than the given distance.
'<=' closer to the area or at the given distance.
'==' at the given distance from the area.
'>=' at the given distance from the area or further.
'> ' further from the area than the given distance.
You must also specify the distance in squares in the 'Distance' text box. Note: This must be a number greater than 0.

Distance to Unit - When a certain unit(s) is/are at or near a set distance away from a given unit(s) this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The first 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition.
The 'Target Unit' button will make the unit you have selected, by left-clicking on the unit, the target for this condition.
The second 'Show' button will center the screen on the unit(s) selected as 'target unit(s)' for this condition.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the unit(s) position in relation to the area.
'< ' closer to the unit(s) than the given distance.
'<=' closer to the unit(s) or at the given distance.
'==' at the given distance from the unit(s).
'>=' at the given distance from the unit(s) or further.
'> ' further from the unit(s) than the given distance.
You must also specify the distance in squares in the 'Distance' text box. Note: This must be a number greater than 0.

Gadget Visible - When a certain gadget (specified in the 'Gadget' text box) is visible to any player this condition is met.

Is Alive - As long as a certain unit(s) remain alive this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

Is Dead - If a certain unit(s) is completely destroyed this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

Percent Complete - When a certain percentage of something is completed this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the percentage completed in relation to the whole.
'< ' less than the given percentage.
'<=' less than or equal to the given percentage.
'==' equal to the given percentage.
'>=' greater than or equal to the given percentage.
'> ' greater than the given percentage.
You must also specify the percentage in the 'Percent' text box. Note: This must be a number from 0 to 100.

Percent Damaged - When a certain percentage of something is damaged this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the percentage damaged in relation to the whole.
'< ' less than the given percentage.
'<=' less than or equal to the given percentage.
'==' equal to the given percentage.
'>=' greater than or equal to the given percentage.
'> ' greater than the given percentage.
You must also specify the percentage in the 'Percent' text box. Note: This must be a number from 0 to 100.

Player Active - (***please insert explanation here***)

Player At Pop Cap - When a certain player (select 1-10 from the 'Player' lookup table) has reached their maximum population level this condition is met.

Player Defeated - When a certain player (select 1-10 from the 'Player' lookup table) has been defeated this condition is met.

Player Is Building - When a certain player (select 1-10 from the 'Player' lookup table) is building a unit or building (selected from the 'Unit' lookup table) this condition is met.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the number of units built.
'< ' less than the given number.
'<=' less than or equal to the given number.
'==' equal to the given number.
'>=' greater than or equal to the given number.
'> ' greater than the given number.
You must also specify the number of objects built in the 'Number' text box. Note: This must be a number.

Player Population - When a certain player's (select 1-10 from the 'Player' lookup table) population reaches a given number this condition is met.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the population present.
'< ' less than the given number.
'<=' less than or equal to the given number.
'==' equal to the given number.
'>=' greater than or equal to the given number.
'> ' greater than the given number.
You must also specify the population number in the 'Number' text box. Note: This must be a number.

Player Resource Count - When a certain player's (select 1-10 from the 'Player' lookup table) resource (select Gold, Wood, Food or Favor from the 'Resource' lookup table) reaches a given number this condition is met.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the population present.
'< ' less than the given number.
'<=' less than or equal to the given number.
'==' equal to the given number.
'>=' greater than or equal to the given number.
'> ' greater than the given number.
You must also specify the population number in the 'Number' text box. Note: This must be a number.

Player Unit Count - When a certain player (select 1-10 from the 'Player' lookup table) has a certain number of a certain unit (selected from the 'Unit' lookup table) this condition is met.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the number of the given unit present.
'< ' less than the given number.
'<=' less than or equal to the given number.
'==' equal to the given number.
'>=' greater than or equal to the given number.
'> ' greater than the given number.
You must also specify the number of units in the 'Number' text box. Note: This must be a number.

Tech Available - When a certain player (select 1-10 from the 'Player' lookup table) has researched a certain tech (selected from the 'Tech' lookup table) this condition is met.

Tech Researching - When a certain player (select 1-10 from the 'Player' lookup table) begins researching a certain tech (selected from the 'Tech' lookup table) this condition is met.

Timer - When a certain number of seconds have elapsed this condition will be met. You must also specify the number of seconds in the 'Seconds' text box. Note: This must be a number.

Timer ms - When a certain number of milliseconds have elapsed this condition will be met. You must also specify the number of milliseconds in the 'Milliseconds' text box. Note: This must be a number.

Unit Selected - When a certain unit is selected by the player this condition will be met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

Unit Type Selected - When a certain unit type is selected (from the 'Units' lookup table) by the player this condition will be met.

Units Garrisoned - When a certain number of a units are garrisoned this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the number of the given unit present.
'< ' less than the given number.
'<=' less than or equal to the given number.
'==' equal to the given number.
'>=' greater than or equal to the given number.
'> ' greater than the given number.
You must also specify the number of units in the 'Number' text box. Note: This must be a number.For when units are garrisoned in a designated building or transport.

Units in Area - When a certain player (select 1-10 from the 'Player' lookup table) has a certain unit within a given radius of a given area this condition is met.
The 'Center Unit' button will set the central point that the unit needs to be in order to meet this condition. Select an item on the map (cinematic blocks are best for this) and then click this button.
The 'Show' button will center the screen on the unit(s) selected by 'Center Units' for this condition.
The 'Unit Type' text box must be filled in with the specific unit type which will be used to meet this condition. Note: This must be spelled correctly.
The 'Operator' lookup table lets you select basic math operations to determine if this condition is met by the unit's position in relation to the area.
'< ' closer to the area than the given distance.
'<=' closer to the area or at the given distance.
'==' at the given distance from the area.
'>=' at the given distance from the area or further.
'> ' further from the area than the given distance.
The 'Radius' text box allows you to specify a radius, in squares, that the unit can be from the central point in order to meet the condition. Note: This must be a number greater than 0.
The 'Count' text box allows you to specify the number of units that must meet this condition. Note: This must be a number greater than 0.

Units in LOS - When certain units are in Line of Sight (LOS) of units of a certain player (select 1-10 from the 'Player' lookup table) this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

Units Owned - When certain units are owned by a certain player (select 1-10 from the 'Player' lookup table) this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

Visible to Player - When certain units are visible to any player this condition is met.
The 'Source Units' button will make the unit(s) you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this group) the unit(s) which will be used to determine if the condition is met.
The 'Show' button will center the screen on the unit(s) selected as 'source units' for this condition

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On the 'Effects window' (the right pane of the Trigger Editor when the Effects radio button is selected) we see an unlabeled text box containing the name of the type of effect selected.

Below this is a list box containing all the effects set for this particular trigger.

The insert and delete boxes here are the same as before to generate new or delete selected effects.

To the right of these we see a lookup box labeled 'Type'. The lookup table reveals a list of effect types, each of which may or may not reveal more choices for fine tuning the effect. We will go over these individually here.

Advance Campaign - The effect is to go to the next scenario of this campaign at this point.

Advance Campaign Progress - If the current scenario is included in a campaign, this effect makes the next scenario appear on your campaign list. It is always used at the very end of a scenario. Have this effect included in the same trigger as your "Fade to Black" trigger (which you should always have at the end of every scenario you make).

Advance Campaign Scenario - If the current scenario is included in a campaign, this effect makes the current scenario continue to the next. Always occurs at the VERY end of a scenario.

AI Func - (***please insert explanation here***)
Player (select 1-10 from the 'Player' lookup table)
FunctionName (***please insert explanation here***)
Parameter (***please insert explanation here***)

Army Build Building - When the conditions of the trigger are met, this effect will commence a group of builders to build a building.
The 'army' (which must be capable of building) may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The ProtoUnit to Build lookup table (***please insert explanation here***)
The 'Set Area' button will set the area you select, by left clicking the area, as the point at which to build the building.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this effect.

Army Change Type - When the conditions of the trigger are met, this effect will change a group of one type of unit into another type of unit. An in-game example of this would be like the Norse gatherers that become Ulfsarks when you click the button.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'ProtoUnit' lookup table allows you to select the type of unit your army will metamorphose into.

Army Convert - When the conditions of this trigger are met, the army selected will convert from the control of the present player to the control of the player selected (1-10 from the 'Player' lookup table).
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.


Army Deploy - When the conditions of the trigger are met, this effect will place (create) an army on the map.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The'ProtoName' lookup table is where you will select the type of unit you wish to deploy.
The 'Set Area' button will set the area you select, by left clicking the area, as the point at which the army will deploy.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this effect.
The '[B}Count[/B]' text box insert the number of the select unit type you wish to deploy.
The 'Heading' text box is where you will specify the direction you wish this newly deployed army to face (rather than randomly standing about.
The 'Clear Existing Units' switch (ON/OFF) (***please insert explanation here***)

Army Destroy - When the conditions of the trigger are met, this effect will destroy a specified army.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Flash - When the conditions of the trigger are met, this effect will "flash" the army alternately making it visible and invisible on the map (like in the training scenarios)
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Seconds' text box is where you input the number of seconds you wish the army to remain flashing. This must be a positive number.

Army Garrison - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Target Unit' button will (***please insert explanation here***)
The 'Show' button will center the screen on the (***please insert explanation here***)
The 'Trigger' lookup table will (***please insert explanation here***)

Army Heading - When the conditions of the trigger are met, this effect will make the specified army face a specific direction.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Heading' text box is where you specify the heading the army will face (a number from 0 to 360 will go here).

Army Highlight - When the conditions of the trigger are met, this effect will this effect will Highlight the army.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Seconds' text box is where you input the number of seconds you wish the army to remain highlighted. This must be a positive number.

Army Kill - When the conditions of the trigger are met, this effect will destroy a specified army
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.

Army Move - When the conditions of the trigger are met, this effect will this effect will task an army to move to a selected area.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Set Area' button will set the area you select, by left clicking the area, as the point at which to move the army.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this effect.
The 'Trigger' lookup table will (***please insert explanation here***)
The 'Attack Move' switch will (***please insert explanation here***)

Army Move To Unit - When the conditions of the trigger are met, this effect will task an army to intercept a selected unit.
The army may be selected from the 'Army' lookup table or created (see below).
The first 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Target Unit' button will set the unit you select, by left clicking the unit, as the point at which to move the army.
The second 'Show' button will center the screen on the unit selected as 'Set Area' for this effect.
The 'Trigger' lookup table will (***please insert explanation here***)
The 'Attack Move' switch will (***please insert explanation here***)

Army Set Animation - When the conditions of the trigger are met, this effect will set an animation for the army - used in the SP campaign.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Animation' text box will (***please insert explanation here***)
The 'Loop' switch will (***please insert explanation here***)
The 'Trigger' lookup table will (***please insert explanation here***)

Army Set Stance - When the conditions of the trigger are met, this effect will set an army's military stance.
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Stance' lookup table will allow you to select the stance you wish your army to operate under when first created (Aggressive, Defensive or Passive)

Army Teleport - When the conditions of the trigger are met, this effect will teleport an army to a selected area on the map
The army may be selected from the 'Army' lookup table or created (see below).
The 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Set Area' button will set the area you select, by left clicking the area, as the point at which to teleport the army.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this effect.

Army Work - When the conditions of the trigger are met, this effect will put the army to work. If they are villagers they'll go gather the nearest resource, if they're Norse they'll go build buildings etc.
The army may be selected from the 'Army' lookup table or created (see below).
The first 'Show' button will center the screen on the army selected or created for this effect.
The 'Make' button will create an army from units you have selected (select units by holding down the Shift key and left-clicking on each unit you wish to add to this army) and give it a name like 'Plyr2Army11'. This will, in effect, 'group' this army under that name similar to the way you would group an army in-game as a number 1-9 and allow the game to access and control it as instructed in your trigger.
The 'Target Unit' button will set the area you select, by left clicking the area, as the point at which to teleport the army.
The second 'Show' button will center the screen on the area selected as 'Set Area' for this effect.
The 'Trigger' lookup table will (***please insert explanation here***)

BlockAllAmbientSounds - When the conditions of the trigger are met, this effect will block all ambient (naturally occurring) sounds (i.e. wood chopping, birds, wolves, waves, swords clanging, etc...). Use this in Cinematics.

BlockAllSounds - When the conditions of the trigger are met, this effect will mute all unit based sounds. You'll only hear sound generated from triggerwork such as music or dialogue.
The 'Exclude Dialogue' switch will allow you to hear (ON) or silence (off) dialogue.

Branch Scenario - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Camera Cut - When the conditions of the trigger are met, this effect will cut the camera to a specified area
The 'Set Cut' button will (***please insert explanation here***)
The 'Show' button will (***please insert explanation here***)

Camera Track - When the conditions of the trigger are met, this effect will trigger a cinematic camera track.
The 'Name' lookup table will (***please insert explanation here***)
The 'Trigger' lookup table will (***please insert explanation here***)

Campaign Dialog - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Next Campaign' text box will (***please insert explanation here***)
The 'Message' text box will (***please insert explanation here***)

Change Unit Type - When the conditions of the trigger are met, this effect will change a unit from it's current type to another type of unit.
The 'Unit' button will allow you to select the unit to change. (click the unit then click the button)
The 'Show' button will center the screen on the unit selected for this effect.
The 'ProtoUnit' lookup table will allow you to select the type of unit you wish to change the selected unit into.

Chat Status - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Status' switch will (***please insert explanation here***).

Cinematic Mode - When the conditions of the trigger are met, this effect will turn the black cinematic letterbox veils on or off

The 'ON' switch puts on the black letterbox veils of the cinematic mode
The 'OFF' switch takes the black letterbox veils off.

Convert - When the conditions of the trigger are met, this effect will convert a unit to the control of the player designated.
The 'Unit' button will allow you to select the unit to convert. (click the unit then click the button)
The 'Show' button will center the screen on the unit selected for this effect.

Counter Stop - When the conditions of the trigger are met, this effect will stop the counter named in the 'Name' text box

Counter:Add Timer - When the conditions of the trigger are met, this effect will start a timer which, at it's end, will display an onscreen message and/or 'fire' a trigger. This allows you to time certain events within your scenario to occur on schedule. For example, you may wish to have an earthquake occur in the game, but rather than leaving it to chance or setting it off by an event that may or may not occur, you wish to have it go off exactly 5 minutes into the game, regardless of other circumstances.
The 'Name' text box is where you give your counter a name. The default is 'countdown' but you may use any name you feel like. (Earthquake Timer)
The 'Start' text box must have a positive number for the number of seconds your timer will start at. (300 {60 seconds x 5 minutes = 300 seconds})
The 'Stop' text box must have a number > 0 but < 'Start' for the number of seconds your timer will stop at. (0)
The 'Message' text box is for the message you wish displayed (if any) once your timer reaches 'Stop'. (Hera is wroth with thee and thine! Feel Her anger, mortals!)
The 'Trigger' lookup table will allow you to select a trigger from your trigger list and will 'fire' that trigger when the timer reaches 'Stop'. (Earthquake Trigger)

Counter:Add Unit - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Name' text box is where you give your counter a name. The default is 'countdown' but you may use any name you feel like.
The 'Player' lookup table allows you to select the player to be the recipient of the newly created unit.
The 'ProtoUnit To Build' lookup table will allow you to select the type of unit to create.
The 'Total' text box must have a positive number for the number of these units you wish to create.
The 'Message' text box is for the message you wish displayed (if any).

Destroy - When the conditions of the trigger are met, this effect will kill a unit.
The 'Unit' button allows you to select the unit you wish destroyed.
The 'Show' button will center the screen on the unit selected for this effect.

Diplomacy - When the conditions of the trigger are met, this effect will set a player's diplomatic stance to another player.
For example; at a certain point you wish player 3 to ally with player 8.
The first 'Player' lookup table allows you to select a player (1-10) who will set the diplomacy. (3)
The 'Staus' lookup table allows you to select the diplomatic stance the first player will set (Ally, Enemy or Neutral). (Ally)
The second 'Player' lookup table allows you to select the player (1-10) who will be the recipient of that stance. (8)
To force acceptance of the alliance, another trigger would have to be set with the 3 and the 8 in the opposite tables.

Disable Trigger - When the conditions of the trigger are met, this effect will cancel out a fired trigger.
The 'Name' text box is where you type the name of the trigger you wish disabled.

End Game - When the conditions of the trigger are met, this effect will end the scenario.

Fade to Color - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

FadeOutAllSounds - When the conditions of the trigger are met, this effect will reduce the volume of all sounds to a mute over a set duration.
The 'Fade Duration' text box must have a positive number for the number of seconds you wish the fade to last.

FadeOutMusic - When the conditions of the trigger are met, this effect will reduce the volume of any music to a mute over a set duration.
The 'Fade Duration' text box must have a positive number for the number of seconds you wish the fade to last.

FakeCounter Clear - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

FakeCounter Set Text - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Text' text box will (***please insert explanation here***)

Fire Event - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Trigger' lookup table will (***please insert explanation here***).

Flare Minimap - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table allows you to select the player (1-10) who will see the flare.
The 'Duration' text box must have a positive number for the number of seconds you wish the flare to last.
The 'Set Area' button will set the area you select, by left clicking the area, as the point at which the flare will occur.
The 'Show Area' button will center the screen on the area selected as 'Set Area' for this effect.
The 'Flash' switch is to select whether the flash effect is on or off.

Flash UI - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Name' text box will (***please insert explanation here***)
The 'Flash' switch is to select whether the flash effect is on or off.

Flash UI Category - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Category' lookup table will (***please insert explanation here***)
The 'Flash' switch is to select whether the flash effect is on or off.

Flash UI Tech - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Tech' lookup table will (***please insert explanation here***)
The 'Flash' switch is to select whether the flash effect is on or off.

Flash UI Train - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'ProtoName' lookup table will (***please insert explanation here***).
The 'Flash' switch is to select whether the flash effect is on or off.

Flash Units - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Unit' button allows you to select the unit you wish to flash.
The 'Show' button will center the screen on the unit selected for this effect.
The 'Seconds' text box must have a positive number for the number of seconds you wish the flash effect to last.

Force Non-Cinematic Models - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'OnOff:' switch will (***please insert explanation here***).

Go to Main Menu - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Grant God Power - When the conditions of the trigger are met, this effect will grant a selected player a given power for a set number of uses.
For example; Player 2's god has requested a certain tribe be wiped out completely and to this end he grants you the ability to use up to 5 enemy units as unwitting agents against their own people.
The 'Player' lookup table will allow you to select the player (1-10) to be the recipient of the power. (2)
The 'Power' lookup table will allow you to select the power you wish to grant. (spy)
The 'Uses' text box is to set the number of uses of the power you wish to grant. (5)
Player 2 may now use the Spy power 5 times before it 'reds' out.

Grant Resources - When the conditions of the trigger are met, this effect will grant a selected player a given amount of a given resource.
For example; If player 1 can destroy the granary of player 2 they can take the grain they find there for themselves.
The 'Player' lookup table will allow you to select the player (1-10) to be the recipient of the resource. (1)
The 'Resource' lookup table will allow you to select the resource you wish to grant. (food)
The 'Amount' text box is to set the amount (positive integer) of the selected resource you wish to grant. (250)
You would set the condition of 'percent damaged' == 100 selecting the granary as the 'unit'

Hide Score - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Highlight Units - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Unit' button allows you to select the unit you wish to highlight.
effect to last.

Invoke God Power - When the conditions of the trigger are met, this effect will cause a selected player to invoke a selected God Power.
The 'Player' lookup table will allow you to select the player (1-10) to be the recipient of the power.
The 'Power' lookup table will allow you to select the power you wish to invoke.
The first 'Set Area' button will (***please insert explanation here***).
The first 'Show Area' button will center the screen on the area selected for this effect.
The second 'Set Area' button will (***please insert explanation here***).
The second 'Show Area' button will center the screen on the area selected for this effect.
The 'Source Units' button will (***please insert explanation here***).
The 'Show' button will center the screen on the unit(s) selected for this effect.

Kill - When the conditions of the trigger are met, this effect will kill the selected unit(s).
The 'Units' button will allow you to select the unit(s) that will be killed.
The 'Show' button will center the screen on the unit selected for this effect.

Message - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Text' text box will (***please insert explanation here***).
The 'Timeout (ms)' text box will (***please insert explanation here***).

Move by Name - When the conditions of the trigger are met, this effect will cause the selected units to move to a selected area.
The 'Name' text box will allow you to enter the name of the unit(s) or army you wish to move.
The 'Set Area' button will allow you to set the area you want the units to move to.
The 'Show Area' button will center the screen on the area selected for this effect.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Attack Move' On/Off switch will (***please insert explanation here***).

Move to Point - When the conditions of the trigger are met, this effect will cause the selected units to move to a selected area.
The 'Source Units' button will let you select the unit(s) you wish to move.
The 'Show' button will center the screen on the unit selected for this effect.
The 'Set Area' button will let you set the area to move the selected units to.
The 'Show Area' button will center the screen on the area selected for this effect.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Attack Move' On/Off switch will (***please insert explanation here***).

Move to Unit - When the conditions of the trigger are met, this effect will cause the selected units to move to a selected unit.
The 'Source Units' button will let you select the unit(s) you wish to move.
The 'Show' button will center the screen on the unit selected for this effect.
The 'Target Unit' button will let you set the unit to move the selected units to.
The 'Show' button will center the screen on the unit selected for this effect.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Attack Move' On/Off switch will (***please insert explanation here***).

Music Filename - When the conditions of the trigger are met, this effect will let you select the music you wish played.
The 'Default' text box will (***please insert explanation here***).
The 'Browse' button will open the sound directory as an 'Open File' option.
The 'Fade Duration' text box will (***please insert explanation here***).

Music Mood - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Mood ID' text box will (***please insert explanation here***).

Music Play - When the conditions of the trigger are met, this effect will play the music selected in Music Filename

Music Stop - When the conditions of the trigger are met, this effect will stop the music selected in Music Filename.

Objective - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Mission' numeric-text box will (***please insert explanation here***).
The 'ID' numeric-text box will (***please insert explanation here***).

Pause Game - When the conditions of the trigger are met, this effect will pause or unpause the game.
The 'Pause' On/Off switch will set this effect to pause if on and unpause if off.

Pause in Objective Window - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Enable' On/Off switch will (***please insert explanation here***).

Pause on Age Up - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Enable' On/Off switch will (***please insert explanation here***).

Play Dialogue - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Sound' button will (***please insert explanation here***).
The 'Browse' button will open the sound directory as an 'Open File' option.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Ignore Event on Abort' On/Off switch will (***please insert explanation here***).
The 'Subtitle' text box will (***please insert explanation here***).
The 'Portrait' text box will (***please insert explanation here***).

Play Movie - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Filename' text box will (***please insert explanation here***).

Player Destroy All Buildings - When the conditions of the trigger are met, this effect will destroy all the buildings belonging to the selected player.
The 'Player' lookup table allows you to select which player (1-10) will lose all their buildings.

Player Destroy All Units - When the conditions of the trigger are met, destroy all the units belonging to the selected player.
The 'Player' lookup table allows you to select which player (1-10) will lose all their unitss.

Player Kill All God Powers - When the conditions of the trigger are met, this effect will destroy all the God Powers belonging to the selected player.
The 'Player' lookup table allows you to select which player (1-10) will lose all their God Powers.

Player LOS Change - When the conditions of the trigger are met, this effect will grant one player the Line-of-Sight of another player or remove it.
The first 'Player' lookup table allows you to select which player (1-10) gains or loses the other players line of sight.
The 'Has LOS' On/Off switch will allow you to grant or remove the second players LOS to or from the first player.
The second 'Player' lookup table allows you to select which player's (1-10) line of sight the first player gains or loses.

Player Reset Black Map - When the conditions of the trigger are met, this effect will reset the map to unexplored black for the selected player
The 'Player' lookup table allows you to select which player (1-10) will be reset.

Player Set Active - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).

Player Tech Tree Enabled God Powers - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).
The 'Enable' On/Off switch will (***please insert explanation here***).

PlayNextMusicTrack - When the conditions of the trigger are met, this effect will play the next music track available

Rate Construction - When the conditions of the trigger are met, this effect will increase or decrease the rate at which construction occurs.
The 'Rate' numeric-text box allows you to set the rate for construction.

Rate Research - When the conditions of the trigger are met, this effect will increase or decrease the rate at which research occurs.
The 'Rate' numeric-text box allows you to set the rate for construction.

Rate Training - When the conditions of the trigger are met, this effect will increase or decrease the rate at which training occurs.
The 'Rate' numeric-text box allows you to set the rate for construction.

Rates Normal - When the conditions of the trigger are met, this effect will reset construction, training and research rates to normal.

Relic Force - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Source Units' button will (***please insert explanation here***).
The 'Show' button will center the screen on the unit selected for this effect.
The 'Tech' lookup table will (***please insert explanation here***).

Render Fog/Black Map - When the conditions of the trigger are met, this effect will turn the Fog of War on or off and reveal or conceal the map.
The 'Fog of War' On/Off switch will turn the Fog of War effect on or off.
The 'Black Map' On/Off switch will conceal the map (on) or reveal it (off).

Render Sky - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Render' On/Off switch will (***please insert explanation here***).
The 'Sky Name' text box will (***please insert explanation here***).

Render Snow - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Percent' numeric-text box will (***please insert explanation here***).

Reset All Blackmap - When the conditions of the trigger are met, this effect will conceal all previously revealed areas of the map for all players.

Reveal Map - When the conditions of the trigger are met, this effect will clear the map of all black.

Send Chat - When the conditions of the trigger are met, this effect will send a message to the other players from the selected player.
The 'From Player' lookup table will set the player (1-10) who sends the message.
The 'Message' text box is where you type the message the selected player will send.

Send Spoofed Chat - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Fake Player' lookup table will (***please insert explanation here***).
The 'Message' text box will (***please insert explanation here***).

Set Animation - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Unit' button will (***please insert explanation here***).
The 'Show' button will center the screen on the unit selected for this effect.
The 'Animation' text box will (***please insert explanation here***).
The 'Loop' On/Off switch will (***please insert explanation here***).
The 'Trigger' lookup table will (***please insert explanation here***).

Set Current Music Set - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Music Set Index' numeric-text box will (***please insert explanation here***).

Set Lighting - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Set Name' text box will (***please insert explanation here***).
The 'Fade In' numeric-text box will (***please insert explanation here***).

Set Player Defeated - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).

Set Player Won - When the conditions of the trigger are met, this effect will gives the victory to the selected player.
The 'Player' lookup table will allow you to select which player (1-10) will be victorious.

Set Tech Status - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).
The 'Tech' lookup table will (***please insert explanation here***).
The 'Status' lookup table will (***please insert explanation here***).

SetIdleProcessing - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Process Idle' On/Off switch will (***please insert explanation here***).

SetObscuredUnits - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Obscure Units' On/Off switch will (***please insert explanation here***).

Shake Camera - When the conditions of the trigger are met, this effect will shake the camera to produce an earthquake (or similar) visual effect
The 'Duration' numeric-text box will set the length of the shake in seconds.
The 'Strength' numeric-text box will set the severity of the shake.

Sound Filename - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Sound' text box will (***please insert explanation here***).
The 'Browse' button will open the sound directory as an 'Open File' option.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Sub Title' text box will (***please insert explanation here***).
The 'Portrait' text box will (***please insert explanation here***).

Sound Play Paused - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Sound' text box will (***please insert explanation here***).
The 'Browse' button will open the sound directory as an 'Open File' option.
The 'Trigger' lookup table will (***please insert explanation here***).
The 'Sub Title' text box will (***please insert explanation here***).
The 'Portrait' text box will (***please insert explanation here***).

Sound Timer - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Milliseconds' numeric-text box will (***please insert explanation here***).
The 'Trigger' lookup table will (***please insert explanation here***).

Teleport Units - When the conditions of the trigger are met, this effect will teleport units selected from one area on the map to another selected area.
The 'Source Units' button will allow you to select the units to be transported.
The 'Show' button will center the screen on the units selected for this effect.
The 'Set Area' button will allow you to set the area your selected units will transport to.
The 'Show Area' button will center the screen on the area selected for this effect.

Tribute - When the conditions of the trigger are met, this effect will transfer resources from one player to another.
The 'From Player' lookup table allows you to select which player (1-10) gives the resources.
The 'To Player' lookup table allows you to select which player (1-10) receives the resources.
The 'Resource' lookup table allows you to select which resource will been transferred.
The 'Amount' numeric-text box allows you to set how much of the selected resource will be transferred.

UnblockAllAmbientSounds - When the conditions of the trigger are met, this effect will allow natural sounds to be heard.

UnblockAllSounds - When the conditions of the trigger are met, this effect will allow all sounds to be heard.

Unforbid and Enable Unit - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Player' lookup table allows you to select which player (1-10) gives the resources.
The 'Unit' lookup table allows you to select which player (1-10) receives the resources.

Ungarrison - When the conditions of the trigger are met, this effect will ungarrison a unit from a building.
The 'Unit' button will allow you to select the unit(s) to ungarrison.
The 'Show' button will center the screen on the unit(s) selected for this effect.

Unit Build Building - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Source Units' button will (***please insert explanation here***).
The 'Show' button will center the screen on the unit(s) selected for this effect.
The 'ProtoUnit to Build' lookup table will (***please insert explanation here***).
The 'Set Area' button will (***please insert explanation here***).
The 'Show Area' button will center the screen on the area selected for this effect.

Unit Create - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).
The 'ProtoName' lookup table will (***please insert explanation here***).
The 'Name' text box will (***please insert explanation here***).
The 'Set Area' button will (***please insert explanation here***).
The 'Show Area' button will center the screen on the area selected for this effect.
The 'Heading' numeric-text box will (***please insert explanation here***).

Unit Create Multi - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Player' lookup table will (***please insert explanation here***).
The 'ProtoName' lookup table will (***please insert explanation here***).
The 'Set Area' button will (***please insert explanation here***).
The 'Show Area' button will center the screen on the area selected for this effect.
The 'Count' numeric-text box will (***please insert explanation here***).
The 'Heading' numeric-text box will (***please insert explanation here***).

Unit Garrison - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Source Units' button will (***please insert explanation here***).
The first 'Show' button will center the screen on the unit(s) selected for this effect.
The 'Target Unit' button will (***please insert explanation here***).
The second 'Show' button will center the screen on the unit(s) selected for this effect.
The 'Trigger' lookup table will (***please insert explanation here***).

Unit Heading - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Source Units' button will (***please insert explanation here***).
The 'Show' button will center the screen on the unit(s) selected for this effect.
The 'Heading' numeric-text box will (***please insert explanation here***).

Unit Immediate Garrison - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Source Units' button will (***please insert explanation here***).
The first 'Show' button will center the screen on the unit(s) selected for this effect.
The 'Target Unit' button will (***please insert explanation here***).
The second 'Show' button will center the screen on the unit(s) selected for this effect.

Unit Work - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Source Units' button will (***please insert explanation here***).
The first 'Show' button will center the screen on the unit(s) selected for this effect.
The 'Target Unit' button will (***please insert explanation here***).
The second 'Show' button center the screen on the unit(s) selected for this effect.
The 'Trigger' lookup table will (***please insert explanation here***).

User Controls - When the conditions of the trigger are met, this effect will (***please insert explanation here***).
The 'Control' On/Off switch will (***please insert explanation here***).

Win/Lose message - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Flash UI Train' text box will (***please insert explanation here***).
The 'Sound' text box will (***please insert explanation here***).
The 'Browse' button will open the sound directory as an 'Open File' option.

Write To Log - When the conditions of the trigger are met, this effect will (***please insert explanation here***)
The 'Message' text box will (***please insert explanation here***).

You Lose - When the conditions of the trigger are met, this effect will grant an automatic victory.

You Win - When the conditions of the trigger are met, this effect will cause an automatic loss.

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

Thanks and credits for additional information to:

Alexandergreat3 for example of the condition Abort Cinematic and definitions for the effect Cinematic Mode
CheeZy monkey for definitions for the effects Army Move, Army Move To Unit, Army Set Animation, Army Work, BlockAllAmbientSounds, Block All Sounds, Camera Cut, Camera Track, Destroy, Diplomacy, Disable Trigger and Endgame
ShadowDragon for definitions for the effects Advance Campaign Progress and Advance Campaign Scenario

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


...I got your 4 basic food groups!

Beans, bacon, whiskey and lard!...

Cookie...Atlantis

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

I don't live by the rules...

I just make them up!

[This message has been edited by StaticDrifter (edited 04-20-2003 @ 02:12 AM).]

Replies:
posted 02 April 2003 02:50 PM EDT (US)     1 / 16  
Lol you made all of this and (apart from me) no one has replied...I couldnt be bothered to look at this as theres all ready trigger lists all over the web.

Presenting...
Lord Of the Rings, by J.R.R. Tolkien
The Saga reproduced exclusively for Age Of Mythology
Coming soon..in Fall 04

posted 02 April 2003 03:14 PM EDT (US)     2 / 16  
Helps a lot, thanks

.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
posted 02 April 2003 03:54 PM EDT (US)     3 / 16  
Yes, isn't that nice...well, that's well and good that you couldn't be bothered as that is your affair but it's also a good advertisement from you that you refuse to be of help here as well. So, if you would be so kind, don't bother to post either.

Of all of the trigger lists available, that I could find or someone was kind enough to point out, none of them takes in the full scope of the conditions and effects. With some constructive input, this one will. In the mean time, have fun making fun of people who are trying to learn, I'm sure you were born with all the gaming secrets of the universe at your ready disposal.

posted 02 April 2003 04:21 PM EDT (US)     4 / 16  
Good post, StaticDrifter! I have one suggestion:

for the Condition Abort Cinematic, what it does is it detects when a player is trying to exit the cinematic mode by either pressing the ESC key or Space. Therefore, it is useful when a designer wants to create a trigger that would allow the player to exit cinematic modes. An example would be as follow:

TRIGGER

Condition: Abort Cinematic
Effect: CinematicMode OFF

.

So whenever the player wants to exit a cinematic mode, he/she can press the ESC key or the Space.

posted 03 April 2003 09:37 AM EDT (US)     5 / 16  
Nice post indeed. I added a link to it in the FAQ.
posted 03 April 2003 01:31 PM EDT (US)     6 / 16  
Sorry I was a bit rude to you Static reading back on it its a really good post.

Presenting...
Lord Of the Rings, by J.R.R. Tolkien
The Saga reproduced exclusively for Age Of Mythology
Coming soon..in Fall 04

posted 05 April 2003 12:14 PM EDT (US)     7 / 16  
The guide has been up updated!
Please check it out...more examples are needed.
Effects are still to come but the conditions are laid out with only one or two exceptions.

Alexandergreat3, thanks for your input!

Bo Shek, thanks, no grudges.

posted 05 April 2003 03:14 PM EDT (US)     8 / 16  
Great post

! seilims eht rof elims
posted 06 April 2003 03:25 AM EDT (US)     9 / 16  
Any time u try to help the rest of us it's a good thing.
Theres a lot of good info here thanks.
posted 08 April 2003 04:16 AM EDT (US)     10 / 16  
Advance Campaign Progress: If the current scenario is included in a campaign, this effect makes the next scenario appear on your campaign list. It is always used at the very end of a scenario. Have this effect included in the same trigger as your "Fade to Black" trigger (which you should always have at the end of every scenario you make).

Advance Campaign Scenario: If the current scenario is included in a campaign, this effect makes the current scenario continue to the next. Always occurs at the VERY end of a scenario.



~ShadowDragon~

Scenario and Campaign Creator

[This message has been edited by ShadowDragon (edited 04-08-2003 @ 04:17 AM).]

posted 09 April 2003 04:36 PM EDT (US)     11 / 16  
i am working on a scen and i dont know much about the cinematic thing. i tried that abort cinematic that someone said, - it took the black off the screen, but the camera kept going on the rest of my cinematic
posted 13 April 2003 05:16 AM EDT (US)     12 / 16  
A new update!
We still need more examples, please.
The Effects are now listed but the definitions and examples are still missing. I didn't get as much time to work on it as I would have liked last week but it's getting there.
Thanks to those who have contributed.
More to come soon!
posted 13 April 2003 01:52 PM EDT (US)     13 / 16  
I'll do a few for you:


Army Destroy - When the conditions of the trigger are met, this effect will Destroy a specified army.

Army Flash - When the conditions of the trigger are met, this effect will "flash" the army on the map (like in the training scenarios)

Army Garrison - When the conditions of the trigger are met, this effect will garrison an army in a buildin. I'm not sure if this works or not.

Army Heading - When the conditions of the trigger are met, this effect will position an army in degrees

Army Highlight - When the conditions of the trigger are met, this effect will Highlight the army.

Army Kill - When the conditions of the trigger are met, this effect will destroy a specified army

Army Move - When the conditions of the trigger are met, this effect will task an army to an area.

Army Move To Unit - When the conditions of the trigger are met, this effect will task an army on a unit.

Army Set Animation - When the conditions of the trigger are met, this effect will set an animation for the army - used in the SP campaign.

Army Set Stance - When the conditions of the trigger are met, this effect will set an armie's stance. (Aggressive, Defensive, Stand ground etc)

Army Teleport - When the conditions of the trigger are met, this effect will instantly move an army to an area on the map

Army Work - When the conditions of the trigger are met, this effect will put the army to work. If they are villagers they'll go gather the nearest rescorce, if they're norse they'll go build buildings etc.

BlockAllAmbientSounds - When the conditions of the trigger are met, this effect will block all ambient sounds. Use this in Cinematics.

BlockAllSounds - When the conditions of the trigger are met, this effect will mute all unit based sounds. You'll only hear sound generated from triggerowork such as music or dialogue.

Branch Scenario - When the conditions of the trigger are met, this effect will start another scenario when the current scenario finishes (I Think)

Camera Cut - When the conditions of the trigger are met, this effect will cut the camera to a specified area

Camera Track - When the conditions of the trigger are met, this effect will trigger a cinematic camera track.

Campaign Dialog - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Change Unit Type - When the conditions of the trigger are met, this effect will change a unit to a different unit.

Chat Status - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Cinematic Mode - When the conditions of the trigger are met, this effect will Start or stop the letterboxed cinematic mode.

Convert - When the conditions of the trigger are met, this effect will instantly change a unit to another unit.

Counter Stop - When the conditions of the trigger are met, this effect will I'm guessing this stops a counter?

Counter:Add Timer - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Counter:Add Unit - When the conditions of the trigger are met, this effect will (***please insert explanation here***)

Destroy - When the conditions of the trigger are met, this effect will kill a unit

Diplomacy - When the conditions of the trigger are met, this effect will set a player's diplomacy to another player's

Disable Trigger - When the conditions of the trigger are met, this effect will cancel out a fired trigger

End Game - When the conditions of the trigger are met, this effect will end the scenario


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 13 April 2003 02:22 PM EDT (US)     14 / 16  

Quoted from DBZ_Goku:

i tried that abort cinematic that someone said, - it took the black off the screen, but the camera kept going on the rest of my cinematic

The effect "Cinematic ON" puts on the black veils of the cinematic mode, so the effect "Cinematic OFF" takes the black veils off.

When a camera track is being played, however, that's a different thing. In order to stop the camera track and change the camera view, do the following:

1) Create a different camera track with a length of 0.1 second
2) Set the view of that camera (this will be the view when the cinematic mode is aborted)
3) After that, use this track in your trigger as follow:

TRIGGER 1

Condition: Abort Cinematic
Effect: Cinematic Mode OFF
Effect: Camera Track (the 0.1 sec track)

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

[This message has been edited by Alexandergreat3 (edited 04-13-2003 @ 02:59 PM).]

posted 17 April 2003 01:21 AM EDT (US)     15 / 16  
Got quite a bit more done this week but there's still lot's to do.
After it's all filled in I will abridge it a bit to reduce repetitive entries, but they remain for now to make sure they are covered in all aspects.

Come on now. Don't be shy. Any useful input is appreciated.
Take a look at the 4th paragraph for an idea of exactly the sort of entries I'm attempting to make and am looking for. I know you guys have some good info out there...let's get it in here!

Thanks,
Static


...I got your 4 basic food groups!

Beans, bacon, whiskey and lard!...

Cookie...Atlantis

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

I don't live by the rules...

I just make them up!

[This message has been edited by StaticDrifter (edited 04-20-2003 @ 02:16 AM).]

posted 20 April 2003 02:20 AM EDT (US)     16 / 16  
Can anybody tell us what 'Group' is used for and how it is used?

...I got your 4 basic food groups!

Beans, bacon, whiskey and lard!...

Cookie...Atlantis

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

I don't live by the rules...

I just make them up!
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