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Topic Subject: A Guide To make Bridges Passable by Ships
posted 29 June 2004 04:10 PM EDT (US)   
~A guide to make Bridges passable by Ships~
By Villi

This guide will show you how to make ships able to pass you bridges. Units can also pass them of course.. I'll do it with the Trireme (Greek arrow ship)

The difference of the method and other (like this one using telport triggers http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,18204,,all) is that this one works with units trained in game! *yay* It also walk in MP, if you use Army Deploy instead of Unit create.

Step 1: Make the Bridge

To make a bridge passable, you'll have to start with a bridge of course. This guide was not made to show you how to make a bridge, so I'll skip that part. Just a litle *hint*: It looks best if it looks like it is a "tunnel" through.

Try those gudies to make a good bridge: http://oddworldjunkie.com/ambition/index.php?showtopic=336 and http://oddworldjunkie.com/ambition/index.php?showtopic=341 (Advanced)

Here is my bridge:


(Click on the pic to see my "tunnel" better)

Step 2: Triggers

This is the basic triggers to start with:

Trigger (Side 1): Active, loop, run Immidiately
conditon:Units in area ( this is on the side the ship is coming from)(Place a cinematic block as the center object)
- Player: 2
- Unit type: Trireme
- Radius: 6 (This matches the "gap" of my bridge. This must be customized to your bridge of course)
- Operator: == (Equal)
- Count: 1
Effects: Change units in area
- Radius: 6 (This matches the "gap" of my bridge. This must be customized to your bridge of course)
- From player: 1
- To Player: 1 (This can be anything)
- From type: Trireme
- To type: Cinematic block (As you might see, this will make the trireme disapear)
Unit Create (Army deploy for MP)
- Player: 1
- ProtoUnit: Trireme
- Area: The other side of the bridge
Disable trigger: Side 2 (DO NOT FORGET THIS)
Fire event: Move side 2
Fire event: Allow Side 2 pass

Trigger (Move side 2):Run immidiately
Condition:Allways
Effect: Move from area
- Center unit: Cinematic Block (On the side the ship is coming out)
- Unit type: Ship
- Player: 1
- Radius: 6 (This matches the "gap" of my bridge. This must be customized to your bridge of course)
- Area: A bit away from the bridge ( On the side the ship is "coming out"

Trigger (Allow Side 2): Run immidiately
Condition: Timer: 2 seconds
Effect:Fire Event: Side 2

Of course you'll need two set's of each trigger - one for each side of the Bridge. All Area's/center units/points must be "mirrored" in those triggers

Additional Comments

To make this work with all kinds of ships, you'll need one trigger for each ship you are able to train. Those triggers are needed for all ships: Side 1/2, Allow side 1/2.
You'll need all triggers again for eventual water Myth Units.

You can have two ships passing the bridge at the same time - but only if they're coming from the same side. O ne ship from each side assing at the same time will not work, but thats logical aint it?

- Villi


I think FOG.

[This message has been edited by Villi (edited 06-29-2004 @ 04:32 PM).]

Replies:
posted 29 June 2004 04:12 PM EDT (US)     1 / 23  
Nice guide, never knew how to do the in-game made boats.

Lexus
Current Designs:
The Silmarillion 5% || Elenamon 75%
The age of Men is over. The time of Orcs has come. Gothmog
posted 29 June 2004 04:37 PM EDT (US)     2 / 23  
cool guide. I would use the "<=" on all unit in area type conditions, though, but that's just me

Where be your gibes now? your gambols? your songs?
Your flashes of merriment, that were wont to set the table on a roar?
Not one now, to mock your own grinning?

[This message has been edited by DrNick (edited 06-29-2004 @ 04:39 PM).]

posted 29 June 2004 04:41 PM EDT (US)     3 / 23  
No reason at all, unless the dock is placed in the area (or something)

I think FOG.

[This message has been edited by Villi (edited 06-29-2004 @ 04:42 PM).]

posted 29 June 2004 08:53 PM EDT (US)     4 / 23  
you can use the unit type "ship" or "naval", not sure, it'll transport any water unit.

--- Twelve encarnations of evil attacked Earth in the last 12000 years. The elves have foreseen that another one will do the same. Tahattus is the 13º encarnation of evil, the last one, and battling against him will change all the rules about the things... --- Zumas Poéticas, 2300 B. C.

[This message was probably messed up by any of the moderators! (edited 06-26-2004 @ 02:16 PM).]

posted 29 June 2004 10:00 PM EDT (US)     5 / 23  
Nice little write-up villi.

It's interesting to see how people solve this fascinating editor challenge through the use of triggers.

My money is on ES to finally give us a true bridge unit so we don't need all these trigger set-ups to create an elaborate illusion. Oh well, it challenges our creativity. Good work!

posted 29 June 2004 10:05 PM EDT (US)     6 / 23  
If the makers are dumb, we get smarter.

Why vote
for a
JOhnKErry

BUSH |*=|
Cheney'04


posted 30 June 2004 01:56 AM EDT (US)     7 / 23  
Great Guide, Villi!

It would be fantastic if you would share it with the Tsuniversity (www.tsuniversity.com) and its visitors.

Keep up the great work!


storycreator
Head of The Tsuniversity
and the Tsunami Studios
posted 30 June 2004 03:13 AM EDT (US)     8 / 23  
hey.... i still have to add my bridge guide in there to.. byz told me to but i haven't...... thats where the links are to

(¯`·.¸¸.·>§σŕçęŕõŕ øƒ Σŕεbùś<·.¸¸.·´¯)
Professor for the Tsuninversity
Teacher for the NDA
Moderator At Age Quest
posted 30 June 2004 05:19 AM EDT (US)     9 / 23  

Quote:

you can use the unit type "ship" or "naval", not sure, it'll transport any water unit.

I know, but it's kinda dumb if you sends in a fishing ship and gets a trireme at the other side.

I figured out an bug...If you want to send a transport ship, the units transported will "disapear". But I belive thats possiblke to work around


I think FOG.

[This message has been edited by Villi (edited 06-30-2004 @ 05:20 AM).]

posted 30 June 2004 06:54 AM EDT (US)     10 / 23  
Too bad there's no condition to check the damage of units in area...

A condition is not a trigger.
An effect is not a trigger.
A trigger is a combination of one or more conditions and effects.
It causes effects to happen if and when conditions are met.
Period.
posted 30 June 2004 07:06 AM EDT (US)     11 / 23  
Yes, the ships will be fully healed (maybe there is a shipyard under the bridge ). But a damage system thing would be a pain to implent anyways.

I think FOG.
posted 30 June 2004 07:30 AM EDT (US)     12 / 23  
If only there was a "QV Set as Units in Area Percent Damaged" effect...

A condition is not a trigger.
An effect is not a trigger.
A trigger is a combination of one or more conditions and effects.
It causes effects to happen if and when conditions are met.
Period.

[This message has been edited by oddy (edited 06-30-2004 @ 07:30 AM).]

posted 30 June 2004 02:01 PM EDT (US)     13 / 23  
Nice guide Villi.

"We are as happy as our minds make up to be" - Abraham Lincoln
Proud member of Ambition Designs
posted 01 July 2004 00:57 AM EDT (US)     14 / 23  

Quote:

hey.... i still have to add my bridge guide in there to.. byz told me to but i haven't...... thats where the links are to

Shall I add it for you?


storycreator
Head of The Tsuniversity
and the Tsunami Studios
posted 01 July 2004 01:40 AM EDT (US)     15 / 23  

Quote:

Shall I add it for you?

Quote:

Quote:

hey.... i still have to add my bridge guide in there to.. byz told me to but i haven't...... thats where the links are to


if you like
id rather is you did

(¯`·.¸¸.·>§σŕçęŕõŕ øƒ Σŕεbùś<·.¸¸.·´¯)
Professor for the Tsuninversity
Teacher for the NDA
Moderator At Age Quest

[This message has been edited by Sorceror_Erebus (edited 07-01-2004 @ 01:41 AM).]

posted 01 July 2004 07:39 AM EDT (US)     16 / 23  
to get the ship from one place to another without healing it without to much triggerwork, you could maybe use the transport unit instead, i think it won't be healed but i dunno, however, i think thats an easier way, then i thin even trasnport ships could pass without losing its passanger i think, and ships won't even change if you used k and shift+k i think, pretty neat huh

first post on this forum :b


1337, 1337 |\/|3
posted 01 July 2004 08:16 AM EDT (US)     17 / 23  
But that dont work with ships trained in-game (wich IMO the reason you's want to use this instead of unit teleport.)

I think FOG.
posted 02 July 2004 07:55 AM EDT (US)     18 / 23  

Quote:

first post on this forum :b

WELCOME TO THE SCENARIO DESIGN FORUM

enjoy you stay


(¯`·.¸¸.·>§σŕçęŕõŕ øƒ Σŕεbùś<·.¸¸.·´¯)
Professor for the Tsuninversity
Teacher for the NDA
Moderator At Age Quest
posted 02 July 2004 05:35 PM EDT (US)     19 / 23  
the guy who told i would use " <= " erm. if minimum is like 5; then it will trigger at 5 and al above it, if u post. check what u post before.
see :
5 <= 10
u should use
5 == 5
or
5 >= 5. then its same or closer.
posted 02 July 2004 05:47 PM EDT (US)     20 / 23  
posted 05 July 2004 02:09 AM EDT (US)     21 / 23  
@Sorceror Erebus:
I just added your articles to the Tsuniversity:
Guide to Making a Bridge

Making a Bridge Advanced (Troy Wall)


storycreator
Head of The Tsuniversity
and the Tsunami Studios
posted 05 July 2004 03:19 AM EDT (US)     22 / 23  
Thank you so much

(¯`·.¸¸.·>§σŕçęŕõŕ øƒ Σŕεbùś<·.¸¸.·´¯)
Professor for the Tsuninversity
Teacher for the NDA
Moderator At Age Quest
posted 07 July 2004 12:09 PM EDT (US)     23 / 23  
Instead of making a new ship, can't you just move the old one?
Age of Mythology Heaven » Forums » Scenario Design » A Guide To make Bridges Passable by Ships
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