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Topic Subject: The guide to making an exploding TNT Box without modding
posted 28 August 2004 06:03 PM EDT (US)   
The TNT Box Guide

Hi, ever wanted to know how to make an exploding TNT Box? Heres the guide for you! This needs no modding, no new sounds or triggers, no new editor, and is avalible to Aom:TT only.

STEP 1:

First, place a "CRATE LARGE" unit (not the one that is open, a closed one with nothing inside it).

STEP 2:

New Trigger: Box_Condition
Priority: High
Run Immedietly: Yes
Loop: No
Active: Yes

Condition: Distance to unit, Unit = "The Unit to Fire the Effect When it is Near the Crate" Next Unit = "Crate" Distance = "9"

Effect: Change Unit Type, "Crate" to "Lampades Blood"
Effect: Sound Filename, "C:\Program Files\Microsoft Games\Age of Mythology\sound\cinematics\32_out\explosion"
Effect: Shake Camera, Duration = "5 Secs"

And there you have it! A TNT barrel!

Replies:
posted 28 August 2004 06:20 PM EDT (US)     1 / 15  
You can also change the box into "Meteor Impact Ground" instead of "Lampades Blood" to give it a more realistic effect. (Unless that tnt was toxic. . .)
posted 28 August 2004 06:24 PM EDT (US)     2 / 15  
Yeah, lampades blood goes more "all over the place" though. Thanks for posting, TitanHeart.
posted 28 August 2004 06:38 PM EDT (US)     3 / 15  
If you had a Cine block inside the box you could turn use an effect to change it to the Exploding chicken too

Leader of Liquid Fire. Animator Seb C.

One does not simply leave HG
posted 28 August 2004 06:40 PM EDT (US)     4 / 15  
Yeah, lol !
posted 28 August 2004 06:46 PM EDT (US)     5 / 15  
Nice idea!
posted 28 August 2004 06:52 PM EDT (US)     6 / 15  
Thanks AoMPlayer000.
posted 28 August 2004 07:00 PM EDT (US)     7 / 15  
Maybe you can ad a mist object for some seconds as smoke to? dunno

I think FOG.
posted 28 August 2004 07:01 PM EDT (US)     8 / 15  
What about adding the shock effect so nearby units get flung into the air too?
posted 28 August 2004 07:03 PM EDT (US)     9 / 15  
Yeah.
posted 28 August 2004 08:23 PM EDT (US)     10 / 15  
Interesting, I guess. Probably not worthy of it's own thread though.

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posted 28 August 2004 08:25 PM EDT (US)     11 / 15  
Nice, very nice.

~Ãû$tïñ Powrs~
INTERNATIONAL MAN OF MYSTERY
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posted 28 August 2004 08:27 PM EDT (US)     12 / 15  
why are you always so negative?

nice idea, but it needs more effects into it. i'll list some:
Shockwave godpower
camera shake
some effects from the implode godpower.
fire

just look for more effects


Auron: || Aurons Site || Aurons AoM:TT Creations || MY POETRY WEBSITE ||
posted 29 August 2004 00:32 AM EDT (US)     13 / 15  
I used a similar idea a few weeks before. Only with a meteorite object. It zooms around and explodes on contact.

Might be wacky, but you can even try the chicken blood; it doesn't need a damage units in area effect either.

Might even try no exploding for meteorites (damage units in area effect). Then it could be like a real meteorite that kills whatever's in its path.

[This message has been edited by pftq (edited 08-29-2004 @ 00:38 AM).]

posted 29 August 2004 03:40 AM EDT (US)     14 / 15  
Nice little guide, TitanHeart! Need a few more effects/tweaks, but a great start for an intrepid designer to utilize in his or her scenario.
posted 29 August 2004 04:49 AM EDT (US)     15 / 15  
Can I make an addition to make it even more perfect?
Change the Shake Camera effect to two Fire Events. Make them fire the following triggers:

Cam_shake
Condition: Unit Visible (crate)
Effect: Shake Camera

Cam_shake_disable
Condition: Timer (time of the Shake Camera effect)
Effect: Disable Trigger (Cam_shake)

This will make the camera only shake if the crate is visible. To prevent the shaking from activating when the explosion is already over, there's a trigger that disables the shake trigger.


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.
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