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

Scenario Design
Moderated by Yeebaagooon, nottud

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Meteorite - Tips and Tricks to Using This Object
posted 16 January 2005 03:09 PM EDT (US)   
The meteorite is a very odd object. Although it may look just like a bush on fire, there are countless uses to it due to:

- Its high speed.
- Its ability to stay at the elevation it started at. (flying)
- Its ability to go through any object.
- Cannot be attacked or destroyed.

However, there are things to keep in mind:

-------------------------------------------------
Any Situation
- Using "Unit Create" to create it creates it at a certain elevation ALWAYS. No matter how high the ground it's created on is. To fix this, Unit Create a different unit, then change unit type.
- If placed in the editor, it'll become invisible in the game. Use triggers to create it.

Multiplayer
- Cannot be moved in MP no matter what, rendering it useless.
-------------------------------------------------

There's more, but I cannot remember at the moment lol

If anyone else has anything to add, please post.

Replies:
posted 16 January 2005 03:35 PM EDT (US)     1 / 21  
You know you can set your units on fire (and they would be moving around while on fire!) by doing Unit Change- Fire Object trigger. The effect is just awesome.
posted 16 January 2005 03:57 PM EDT (US)     2 / 21  
Ehm, could you explain that, Guardian; I used

C: Always (duh)
E: Change Unit Type - Fire Object

and the object turned into a small fire, as I expected. The unit as such disappeared (well, it had been changed into a fire).

posted 16 January 2005 04:03 PM EDT (US)     3 / 21  
^ Strange. I think you should use 'Fire Object Small'. Not sure, but in Birthright for the 'fire' spell, the units get set on fire then die after a few seconds. I'll screenshot it later.
posted 16 January 2005 04:25 PM EDT (US)     4 / 21  
added.

Theris264
former Age of Mythology Heaven and Age of Empires III Heaven forumer||former member of Ambition Designs
"An eye for an eye, and the whole world goes blind" -Gandhi
posted 16 January 2005 05:50 PM EDT (US)     5 / 21  
The meteorite is an interesting object, the problem is its appearance: I would like to have a burning and a flying object to create for example a special effect during a cinematic but the ugly appearence of the object meteorite leaves it out of my possible choice...

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 January 2005 10:00 PM EDT (US)     6 / 21  
The meteorite moves extremely fast so you would usually only notice the fire.

Yea I have to agree the bush is annoying.

What exactly do you mean Guardian?

Do you mean having the unit die and then changing it to a fire? The dead unit body is a different unit which is why that happens.

There are many other possibilities (Check the Guide to Editor Tips and Tricks Pinned Thread) but you aren't very clear on what you're saying.


Or it could be a glitch with your computer j/k

posted 18 January 2005 12:19 PM EDT (US)     7 / 21  
Hey ptfq what's your msn?
posted 18 January 2005 06:21 PM EDT (US)     8 / 21  
I just noticed another thing about the metiorite. In the editor I set it to the death animation and it looked a lot beter. Unfortunately I was not able to get it to work in game using set animation, and killing it just made it dissapear almost instantly. If anyone can get it to play the death animation in game, it could become more usefull... Also does anyone know what level of the campaign it is used in? That could help with getting the death animation to work by looking at it in the editor.
posted 18 January 2005 06:24 PM EDT (US)     9 / 21  
posted 20 January 2005 09:26 PM EDT (US)     10 / 21  
I just noticed that it is used in the Volcano God Power. Somehow, it drops at high speed from the sky and explodes (death animation) when it hits the ground.

If anyone could figure out how this is done, please post.

posted 20 January 2005 11:19 PM EDT (US)     11 / 21  
Interesting...
I tested it out, and I didn't notice the bush in the god power when the meteorite came down(though it may have been to fast to see-but then, why does the bush even exist?) It also appears to do small amounts of damage to units (both yours and enemy) in the god power. Unfortunately I haven't figured out how it works, probably would involve looking at the script for the god power (and having some clue as to what it means).
posted 23 January 2005 01:58 PM EDT (US)     12 / 21  
This should help figure it out, if someone can understand it (I'm trying, put not too succesfully). It's the volcano god power.

<?xml version="1.0" encoding="UTF-8" ?>
- <power name="Volcano" type="Volcano" techname="Volcano">
<activetime>-1</activetime>
<radius>15.0</radius>
<initialbuckletime>0.0</initialbuckletime>
<numterrainbuckles>5</numterrainbuckles>
<deathraintimedelay>4.0</deathraintimedelay>
<deathchunkintervalmin>0.2</deathchunkintervalmin>
<deathchunkintervalmax>1.0</deathchunkintervalmax>
<deathchunkvelocity>15.0</deathchunkvelocity>
<numdeathchunks>25</numdeathchunks>
<deathchunkimpactlocationradiusmin>12.0</deathchunkimpactlocationradiusmin>
<deathchunkimpactlocationradiusmax>25.0</deathchunkimpactlocationradiusmax>
<initialbuckleshakestrength>0.10</initialbuckleshakestrength>
<camerashake duration="1.0" strength="0.50" />
<rumbleheight>0.25</rumbleheight>
<rumblewidth>2.0</rumblewidth>
<rumblespeed>15.0</rumblespeed>
<rumbletime>5.0</rumbletime>
<rumblefadetime>2.0</rumblefadetime>
<attackproto>Volcano</attackproto>
<attackinterval>0.25</attackinterval>
<deathchunkattackproto>Meteorite</deathchunkattackp roto>
<fireballlauncheffectproto>Fireball Launch Damage Effect</fireballlauncheffectproto>
<attackunitaccuracy>0.25</attackunitaccuracy>
<attackbuildingaccuracy>0.75</attackbuildingaccuracy>
<playsbattlemusic />
<attacktreeaccuracy>0.25</attacktreeaccuracy>
<abstractattacktargettype>LogicalTypeVolcanoAttack< /abstractattacktargettype>
- <gpdamagemodel>
<playerrelation>enemy</playerrelation>
<basedamagepercentunit>0.20</basedamagepercentunit>
<basedamagepercentvillager>0.20</basedamagepercentvillager>
<basedamagepercentbuilding>0.8</basedamagepercentbuilding>
<minhpdamageunit>800</minhpdamageunit>
<minhpdamagevillager>100</minhpdamagevillager>
<minhpdamagebuilding>9500</minhpdamagebuilding>
<maxhpdamageunit>1500</maxhpdamageunit>
<maxhpdamagevillager>100</maxhpdamagevillager>
<maxhpdamagebuilding>12000</maxhpdamagebuilding>
</gpdamagemodel>
- <gpdamagemodel>
<playerrelation>ally</playerrelation>
<basedamagepercentunit>0.4</basedamagepercentunit>
<basedamagepercentvillager>0.25</basedamagepercentvillager>
<basedamagepercentbuilding>0.5</basedamagepercentbuilding>
<minhpdamageunit>600</minhpdamageunit>
<minhpdamagevillager>180</minhpdamagevillager>
<minhpdamagebuilding>1200</minhpdamagebuilding>
<maxhpdamageunit>1200</maxhpdamageunit>
<maxhpdamagevillager>360</maxhpdamagevillager>
<maxhpdamagebuilding>2400</maxhpdamagebuilding>
</gpdamagemodel>
<dustsmallproto>Dust Small</dustsmallproto>
<dustmediumproto>Dust Medium</dustmediumproto>
<dustlargeproto>Dust Large</dustlargeproto>
<powerblocker>30</powerblocker>
<soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset>
<soundset type="EndSound" listenertype="All">GodPowerEnd</soundset>
<fireballlaunchsoundset>VolcanoLaunch</fireballlaun chsoundset>
<fireballfallsoundset>VolcanoFireFalls</fireballfal lsoundset>
<placement forceonmap="1" losprotounit="Volcano">skip</placement>
<placementprotounitid>Volcano</placementprotounitid >
<createunit quantity="1" radius="0.0" delay="0.0">Volcano</createunit>
<reveallos radius="30.0">Revealer To Player</reveallos>
<unitaitype>Earthquake</unitaitype>
</power>

posted 23 January 2005 02:04 PM EDT (US)     13 / 21  

Quote:

It's a "hidden object". It is never used in the game at all.


Lol, these units aren't intentionally hidden, but remnants of earlier versions of the game (or projectiles and other unnecessary stuff that mostly doesn't really work as eyecandy due to its actual purpose).

Quote:

deathchunkattackproto>Meteorite</deathchunkattackp roto


I guess the power uses only dying meteorites (deathchunkattackproto).
posted 23 January 2005 02:45 PM EDT (US)     14 / 21  
It does not only use dying meteorites. I checked it out by pausing in game and could see that it was looping the birth animation(the only other one that it has). Then right when it hit the ground it played the death animation. It appears that the only animation in the meteorite is the attachment of an effect, which, because it is constantly being looped and therefore attached, causes the trail of fire behind it. This means that the actual object is only the bush, and the lava on the ground in the death animation. I also noticed that it starts out much higher in the god power than in the editor, so if paused right when it appears it looks huge.

Also a speculation on the volcano god power, perhaps it was an early version of the meteor power?

posted 23 January 2005 03:11 PM EDT (US)     15 / 21  
Well hidden, taken out, same thing lol. Basically it isn't used in the game is all i'm saying.

Does it even have a birth animation? Odd, I always thought there was none. How would it go down then and start at a high elevation?


Good info though. However, if you place a meteorite, you will see that the fire is part of the bush.

[This message has been edited by pftq (edited 01-23-2005 @ 03:12 PM).]

posted 23 January 2005 03:16 PM EDT (US)     16 / 21  

Quote:

Does it even have a birth animation? Odd, I always thought there was none. How would it go down then and start at a high elevation?


That's probably a code. I guess the bolt and the meteors use the same one.
posted 23 January 2005 03:27 PM EDT (US)     17 / 21  
Awwww.... darn I wanted to have meteorites falling down in my scenario. Ah well lol

Maybe we'll find a way to use the code.

posted 23 January 2005 03:59 PM EDT (US)     18 / 21  
The fire actually does appear to be an attachment- when you enlarge/shrink it the fire stays the same size. Also the birth animation is just the normal animation that it plays(no idle). It is interesting that so much happens with the meteorite in the god power, yet the word "meteorite" is only in there once.
posted 23 January 2005 05:48 PM EDT (US)     19 / 21  
lol yeah. The volcano GP is actually pretty cool with all those meteorites raining down. I wish they didn't drop it out.


Well ok the fire is an attachment but it's all one unit still.

posted 23 January 2005 07:01 PM EDT (US)     20 / 21  
Meteorite GP??? I thought it was Meteor, and the Meteor is a whole different unit.

Volcano GP??? There's a Volcano unit, presumably for a GP, but it's never used in the game along with about 50 other things


/mzhao
posted 23 January 2005 07:11 PM EDT (US)     21 / 21  
How about reading the replies in this topic and actually taking them into consideration?


You basically repeated what we said.

[This message has been edited by pftq (edited 01-23-2005 @ 07:11 PM).]

Age of Mythology Heaven » Forums » Scenario Design » Meteorite - Tips and Tricks to Using This Object
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Mythology Heaven | HeavenGames