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Topic Subject: Condition/Effect/Editor Ideas
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posted 14 October 2004 10:49 PM EDT (US)   
Post what kind of condition/effects that would be useful to you here. That way, if anyone plans to make new ones (or maybe reyk decides to make another SNXT), they can refer to here.

Complete List So Far:
* = Confirmed Possible
X = Impossible
? = Uncomfirmed whether possible or impossible
^ = Exists

Conditions:
- Army Casualties (counts how many units in an army has died) X
- Unit Work (if a unit is tasked on an object)*

Effects:
- Teleport to Target X
- Player Change Name X
- Stop Active GPs (currently invoked) X
- Modify Protounit > Name X
- Set Tech > Championship All X
- Gaia Lush with Dropdown List X
- Modify Protounit > ALL, BUILDINGS, UNITS, etc X
- Move to nearest object (like Camera Cut) X
- Teleport Units in Area X
- QV Choice Dialogue (Edits QV Depending on Choice Dialogue) *
- Set Tech # of times. *
- Disable Trigger w/ dropdown list (like Fire Event)*
- Scale Units*
- Unit Stop *
? - Army Deploy/Unit Create with Center Unit
? - Playlist Music >

Quote:

It's like QV sort of. You give a name to the playlist and choose up to probably twelve music tracks (twelve "Browse" buttons). Expanding on this, we could include a loop button to make it loop when all tracks have been played. If there aren't enough Browse Buttons, we can simply make two triggers since the loop button by default should be off.

<
? - Unit is Garrisoned In (if you want to garrison a relic in a specific Temple)
? - Set Elevation:... radious:... area:... SetAreaBaseHeight:... SetAreaCoherence:
? - Set Terrain ... radious:... area:... terrain:[#]
? - Edit Unit Height ... scale: [#]
[Select Unit]
? - Camera Cut Multiplayer
? - Destroy Units in Area
- Restart Game ^(Load Scenario Effect in SNXT)^
- Army Deploy by Name ^(Use Army Change Name in SNXT)^
- Army Regroup/Units Regroup ^(Army/Unit Move)^
- Unit Set Stance ^(in SNXT)^

Editor:
- Screenshot during Cinematics ^(Screenshot effect in SNXT)^
? - Change all current color text: Color: [<color=\"0.0.0.0.0.0\"> </color>] <= example
? - Hide Trees (and other unit types). For example, if you placed an object associated with many triggers, but you want to place a cinematic block behind it, under it, or something, it'd be blocking your view right? Well, this feature would make the object invisible but it's still there.
? - Cinematic Animation Viewer. Same as Animation Viewer only it works for trigger-operated animations as well.


Hopefully some of these might be possible.

[This message has been edited by pftq (edited 12-17-2004 @ 06:18 PM).]

Replies:
posted 15 October 2004 01:35 PM EDT (US)     1 / 113  
They already have Player Change Name, that is an ES trigger! Came with Titans.

Borealis
Proud Norseman & Member of InterDen studios.
posted 15 October 2004 01:55 PM EDT (US)     2 / 113  
Condition, army causalites

Effect, army(s) regroup

editmaybe I should explain this. This would be used for multiple attack groups. When army a and army b sustain damaged specified they would pull back or attack as a third group c, combined. Each army though would have to sustain at least fifty percent losses becuace the cpu will only handle thirty units at any given time- Oh well.
A simple script for attack phases would be nice too? Lock in multiple targets as a vaules and set necessary accumulations to win targets.


edit,editNow that I look at this again I think I didnt understand the question. Thought it was more of a wish list.ooooooo...

edit3how about the old aok trig "object has target".

[This message has been edited by sziggi (edited 10-15-2004 @ 02:43 PM).]

posted 15 October 2004 01:59 PM EDT (US)     3 / 113  
Well, this condition is possible:

<Condition name="UNIT Works">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit" varType="unit">default</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trUnitDoWorkOnUnit("%DstObject%",%EventID%);</Command>
</Condition>

Effects:
- Unit Set Stance : exists in the SNXT
- Teleport to Target : not possible
- Player Change Name : not possible

posted 15 October 2004 06:14 PM EDT (US)     4 / 113  
I never noticed that Unit Set Stance was already in there. I must have had an older version when I last checked. Thanks.

BTW, I remember reading how to make your own condition/effects, but I can't find the thread. Where do you put the text for the condition?

Sziggi: I think I know what you mean - a stat value for how many units are in an army right? Yeah I've been wanting something like that as well.

[This message has been edited by pftq (edited 10-15-2004 @ 06:15 PM).]

posted 15 October 2004 09:07 PM EDT (US)     5 / 113  
Here ya' go!

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?
posted 16 October 2004 00:26 AM EDT (US)     6 / 113  
Not actually an effect, but another modifier for the effect...

Modify Protounit -> Name

posted 16 October 2004 06:03 AM EDT (US)     7 / 113  
I'm willing to make some trigger members on demand, if more requests are coming. I can't test them anymore, though; due to a crash AoM and even worse, all custom files are gone.

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 16 October 2004 07:13 AM EDT (US)     8 / 113  
QV Choice dialog: The choices change the value of an QV
Like if you choose yes, QV xxx changess to value xx.xxxxxx)

And some way to display narural QV values without 6 zero decimals in messages/chats/fake counters.


I think FOG.

[This message has been edited by Villi (edited 10-16-2004 @ 07:14 AM).]

posted 16 October 2004 08:40 AM EDT (US)     9 / 113  
Maybe "Units Regroup" would be helpful
posted 16 October 2004 12:20 PM EDT (US)     10 / 113  
I would like to see the modify proto unit effect include its displayed name. Or better yet Army change name.

I am great. But I know it. That surely is a sign that I am not.
posted 16 October 2004 12:33 PM EDT (US)     11 / 113  
How about this?

---effect----
Set current Attack
Set current Los
Set current Speed
Set current name, speed, los, attack, hp (donno if that possible)
Change terrain land or water- like grass1 change into dirt1.
Set tech stat with number of use - like
Name of tech- championship all
Player- 1
How many use- 10 times
So you wont have to use same effect again agian agian.....
Counter: add resource (same as Counter:add timer or Counter: add unit
Army deploy by name
--condtion---(cant spell right)
Object been converted- like when player's 1 wall convert into player's 2 wall.....trigger fired
Hope that helps you

posted 16 October 2004 12:38 PM EDT (US)     12 / 113  

Quote:

Set current Attack
Set current Los
Set current Speed
Set current name, speed, los, attack, hp (donno if that possible)

^Modify Protounit^

posted 16 October 2004 01:28 PM EDT (US)     13 / 113  
@ Student of War: I think Army Change Name is in SNXT already

I've updated my post to include all ideas in a single list.

Hopefully, it'll make it easier if anyone plans to try to do some of these.

Oh yeah, is it possible to have a Change Unit Type that changes a unit without the birth animation?

[This message has been edited by pftq (edited 10-16-2004 @ 11:58 PM).]

posted 17 October 2004 07:12 AM EDT (US)     14 / 113  
Army Casualties: I think, not possible, because it needs a new command.

Modify Protounit -> Name : Not possible, one must use the "ARMY Change Name" effect in SNXT 2 or 3 or the effect "Change name" for single units.

Teleport to Target: Itīs possible, but makes no sin, because if an object was teleported on another object, it will disappear. And to teleport beside this object itīs not possible.

QV Choice Dialogue (by ODDY): will comes in SNXT 3
Set Tech > Championship All: only one tech in one effect is possible

Change Unit Type without birth animation: itīs a problem of the _anim.txt file
Example: if you copy the file "titan gaia_anim.txt" into the anim folder and delete at
//========
anim Birth

the text "Visual TitanXGaia_birthA"

then Gaiaīs birth will not be shown.


What do You understand with "Units Regroup" ? It exists an effect "GROUP Create" in the SNXT. And what do You mean with "Set Tech # of times"?

[This message has been edited by reyk (edited 10-18-2004 @ 01:51 PM).]

posted 17 October 2004 07:27 AM EDT (US)     15 / 113  
I could make a "Set Tech Stat #" effect and a QV Change Choice Dialog effect. Would you like me to do that?
Edit: and read what I said about the "no decimals" QV.

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 10-17-2004 @ 07:31 AM).]

posted 17 October 2004 07:39 AM EDT (US)     16 / 113  
Is there an effect to stop a god power already invoked?

RAF The Dragon Cult Empires Fallen City AOM TT SCIPIO 1.1 LOTB The Lost Legion The Guardians Adventurers 1&2&3
Proud member of no ****ing clan
_
_|_|_
|_|_|_|
|_|

rest in peace Compy (February 2001, May 2006)
Scenario Editor Screens
posted 17 October 2004 02:50 PM EDT (US)     17 / 113  
Nope, though you could remove some godpower effects manually. Like deleting all minions in an area, or something.

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 17 October 2004 02:58 PM EDT (US)     18 / 113  
unfortunately in my case there aren't minions, but meteors...

RAF The Dragon Cult Empires Fallen City AOM TT SCIPIO 1.1 LOTB The Lost Legion The Guardians Adventurers 1&2&3
Proud member of no ****ing clan
_
_|_|_
|_|_|_|
|_|

rest in peace Compy (February 2001, May 2006)
Scenario Editor Screens
posted 17 October 2004 04:25 PM EDT (US)     19 / 113  
@reyk:

I think what they meant with Units Regroup is that the units move back together.

Set Tech # of times means say you want a tech to be set multiple times, you don't have to keep copying the effect.

Example:

You want ten Copper All Techs to make your units powerful.

*updated list

@oddy: Reyk said the QV Choice Dialogue will be in SNXT3
------------
Well since Teleport to Target is impossible, what about a unit create/Army Deploy with a center unit?

Thanks oddy and reyk for doing some of the triggers btw.

[This message has been edited by pftq (edited 10-17-2004 @ 04:33 PM).]

posted 17 October 2004 09:45 PM EDT (US)     20 / 113  
Army Deploy by Name-i meant like Army deploy with change name....

Here some more
.. Sorry if my english poor
--effect----
--Change unit size- change unit size same as when you press k to make it bigger or Shift-k to make it smaller.. know what i mean?
--random teleporting to unit or area with radius- teleporting aroud unit by radius randomly
--Modify Prounit by all- Modify all units and buildings same time
--disable trigger with lists- disable with drop down lists like fired event.
--Restart game- restart game
--Gaia lush with lists-- gaia lush with units name drop down lists
--Move to nearest object-- same as you use camera cut unit, object, and other but move unit to the nearest object

[This message has been edited by rjs23 (edited 10-17-2004 @ 09:50 PM).]

posted 17 October 2004 10:13 PM EDT (US)     21 / 113  
Reyk already said it's impossible to teleport to an area around a center unit so I didn't add that.

Disable Trigger with dropdown lists and Modify Protounit with Unit Types sound very good to me. I could definitely use those.

This request I have is more of an editor mod but anyways, would it be possible to make it so you can take screenshots (F12) during cinematics?

[This message has been edited by pftq (edited 10-17-2004 @ 10:16 PM).]

posted 18 October 2004 03:18 AM EDT (US)     22 / 113  
change name for every unit of the same kind.

posted 18 October 2004 05:45 AM EDT (US)     23 / 113  
I've made a Disable Trigger effect with a dropdown once, but you still have to type the trigger's name in the declaration.

Quoted from pftq:

@oddy: Reyk said the QV Choice Dialogue will be in SNXT3


Which one?

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 18 October 2004 08:37 AM EDT (US)     24 / 113  

Quote:

It is possible for, let's say, numbers < 100. I could write an effect/condition that simply tries every possible integer number and returns the one closest to the floating point number. However, that will take ages if the floating number is large.
Edit; In the C(++) language, there are predefined conversion algorithms for e.g. floating-point to integer. Would there be a way to use them in XS?


Is it possible to make this effect(s) then? Messages/fake counters/chats wich can dissplay QV's without decimals

I think FOG.
posted 18 October 2004 01:08 PM EDT (US)     25 / 113  
I'll try to make a general conversion function; someone else can then rewrite some QV trigger members with it. Because I've seen that there are more forummers who are starting to design trigger members.

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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