A.Map Design B.Editor Functions Quoted from AoMPlayer000: Make a new textfile with Notepad, write the following lines in it, save it with UTF-8 encoding, call it "user.con" and place it in the AoM/startup folder: C.Game play D.Cinematics Trigger2 active, loop. F.Random Maps (RMS) and AI G.Campaigns H.Forums I.Problems and system related questions. [This message has been edited by Paperfriend (edited 10-06-2006 @ 03:30 PM).]
1.
You need to use random map scripting, a guide by nottud can be found
1.
You can’t without modding.
2.
These objects are from earlier versions of AoM, and where never removed from the editor list.
3.
The invisible gate is like a normal gate, with the difference that you see a rock instead of a gate, making it invisible, it still is a gate. An easy way to place it is to first place a normal gate, and then use the ‘Change Unit Type’ effect to change it to the invisible version.
4.
You could try to put the object ‘Statue Major God’ on top of the Norse statue, but that is the only way without modding.
1.
This can be done with RMS, randomising anything in your map, but if you look to randomise just certain objects, you are best off using Quest Vars
1.
You can, use the Print Screen button on your keyboard. Then copy this into Paint or a similar program.
1.
You need to use the effect ‘Set Tech Status’, then select the right player, and the correct age, keep in mind that you need to set things like ‘age 2 Athena’ instead of just ‘age 2’ to get the new units.
2.
You need to set the age unobtainable for both minor gods, so if you are Zeus, but you don’t want your player to get mythic, it would be ‘Set Tech Status: Age 4 Hephaestus Unobtainable’ and ‘Set Tech Status Age 4 Hera Unobtainable’.
3.
Yes
1.
Use the effect ‘Fire Event’ and make it fire the same trigger again, or simply loop it, in some instances it would be wise to put a timer in the trigger, to prevent it from activating constantly.
2.
You need to use ’Fake Counter Set Text’ to display text and ‘Counter:Add Timer’ to display a timer. If you want to have things like "Destroyed Temples: 2/3" use Quest Vars.
1.
Go to the ‘Player Data’ menu, and change the tags under visibility to ‘ Hidden’.
2.
Go to the ‘Scenario Data’ menu and disable ‘victory conditions’.
3.<
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Copy this lines into the typetest.xml (at the end) in the trigger2 folder (TT), and when the effect fires, the Minimap will disappear. (This effect was made by reyk).
4.
Go the menu saying ‘Scenario’ and click ‘Playtest Scenario’
1.
Type {PlayerName(x)}, x being the player number.
2.
Use the code "+trQuestVarGet("%QVName%") +". Where %QVName% must be replaced by the name of the Quest Var (don't write the %'s). This will however give you 6 decimal behind your number, so you can use
3.
Yes, you can, read
1.
2.
You can use the effect ‘Move from Area’ which you get with reyk’s new triggers, downloadable
3.
Use the condition ‘Stat Value’
4.
Put the effect ‘Clear Chat History’ in your trigger setup.
1.
Please follow
1.
Use the 'Modify Protounit' effect
2.
You can’t, in fact, these units don’t have an attack, they only have a special attack, which they use as their normal attack, which you can’t modify.
3.
You can’t, you can however place a cinematic block and change it to an unit, and rename it then.
4.
Use the effect ‘Modify Protounit’ and select ‘Max contained’
5.
No
6.
Some units have a different names there, you can find the changes
1.
Press K to make them bigger, and shift + K to make them smaller.
2.
You need to download reyk’s New Editor,
map("+control-arrowup", "moveunit", "uiPitchUnitDown")
map("+control-arrowdown", "moveunit", "uiPitchUnitUp")
map("+alt-control-arrowup", "moveunit", "uiPitchUnitDown")
map("+alt-control-arrowdown", "moveunit", "uiPitchUnitUp")
map("+s", "moveunit", "uiRollUnitLeft")
map("+d", "moveunit", "uiRollUnitRight") (Don't forget to delete the *.txt extension. It mustn't look like this: "user.con.txt" but simply "user.con"). Now you can use D, S, ctrl+arrowup or ctrl+arrowdown to pitch a unit in the "move object" menu.
3.
It is possible, but it requires you to alter a few files, and it will apply to all the maps the relic shows up in, so if you are trying to make custom relics, this isn’t of much use.
1.
You can’t, you could to use ‘Modify Protounit’
2.
Use the object ‘revealer’ or ‘revealer to player’, if you want this to only be visible once you have reached a certain point in your scenario, first place a ‘revealer to player’ and then use the ‘convert’ effect.
3.
Place the object ‘Camera Start’ for the player you want to start at the point.
4.
Go to ‘Scenario Data’, you can change it here, then click ok.
5.
Most people use reyk’s New editor which has this function build in,
6.
Go to the ‘Player Data’ menu, and set visibility to ‘Hidden’
7.
== equal to
>= means bigger then or equal to.
1.
First off, you need to be Set, then simply use your priest to attack the unit. It will then convert it instead.
2.
256x128 .bmp, then you have to convert it to .ddt with
1.
Use more waypoints, this will smoothen the track out.
2.
At first you need to unlock the camera, hold Ctrl + Alt + C on your keyboard to do so, now you can press + on your keyboard to zoom in, and - to zoom out, to change the angel or pitch, you can press A to go up and Z to go down.
1.
Use the effect ‘Play Dialog’, then type your text in subtitle, first type the text you want in yellow, then a ‘:’ and then type your White text.
2.
You need to put a timer between your messages, like:
Trigger1
Condition: Always
Effects: Play Dialog and Fire Event Trigger 2.
Trigger2
Condition: Timer 5 seconds
Effects: Play Dialog and Fire Event Trigger 3
Trigger3
Condition: Timer 5 seconds
Effects: Play Dialog and Fire Event Trigger 4
3.
Use the effect ‘Play Dialog’ again, but put in -:- the – being a nice hit on your space bar.
4.
Instead of playing the voice-over with the ‘Play Dialog’ effect, use the ‘Sound Filename’ effect instead.
5.
Enter the codes from
1.
You can only make the intro-cinematic skip able, but a guide about this can be found
2.
In single-player scenarios it is a very handy future, as it might be a problem if the player stays in cinematic mode forever, in multiplayer however, one player knowing how to abort a cinematic can cause big problems, and he might screw up the whole scenario.
1.
Make sure you are the same player as the player that the unit belongs to.
1.
These are actually animations, use the effect ‘Set Animation’ to make them show.
2.
Use the effect ‘Cinematic Mode’, but instead of the button saying on, click it to make it say off.
3.
You probably fired them at the same time, make them fire after each other (it doesn’t matter which you do first).
4.
Use the effect ‘Camera Cut’ instead of ‘Camera Track’ this should solve your problem.
5.
You need to use the effect ‘Render Sky’, then enter either: ‘SkyBlue’, ‘SkySunset’, ‘SkyWinter’ or ‘SkyStormy’. Also be sure that your camera is in a slightly lower pitch then normal.
6.
the skies' textures are readily available in the textures.bar, but the skies' themselves are defined in the form of 3D models, available in the models.bar. The models, when opened in GMAX, look like big drive-in movie theatre screens that sit out in the black void beyond the edge of the map. Some are larger than others, like the sunset model (I'd think). There are no anim files, so to modify them the textures must be applied directly to the models. The textures themselves actually create a continuous sky when converted, placed together correctly, and then connected at either end. Anyways, the bottom line is you need to open the BRGs with some sort of 3D modelling program and somehow apply your new textures if you want to modify them, aside from just replacing an existing sky's textures... if indeed you were planning on modifying them. The only reported successful attempts where with modifying existing skies, but it should be possible to add new sky names to the skies.xml.
E.Sounds
1.
Just look in C:\Program Files\Microsoft Games\Age of Mythology\sound\
2.
Simply place them in your sound folder, and you can select them like any other file.
3.
Trigger1 active.
Condition: Always
Effect: Sound Filename: The song.
Condition: Timer: Length of the song.
Effect: Sound Filename: The song.
4.
It is suggested that you use
1.
This isn’t scenario design but RMS, there have been several guides written for it that can be found below:
All of these are written by Matei.
2.
If you enter a number, then enter the number again, you will get the same map, you can pick any number above 0 to do this.
1.
Be sure not to double-click, first select the AI you want then click ‘ok’
2.
1) Go to Player Data
2) For the computer player, set the control to Computer
3) Click the computer player's AI button
4) Select aomdefaultai.xs, no other file, and press Open, don't double-click
5) Make sure the computer has villagers, starting resources, and a settlement. If you want it to capture new settlements, you must place them using
1.
There was a guide written by KS, available
2.
You need to extract the .bar file in your scenario folder, you can use
3.
You first need to make a campaign file, then use the effect ‘Advance Campaign Progress’
4.<Overlay offset = "380 200" size = "600 300">In case your overlay is inside a folder that is inside textures type the name of the folder here\Name of the overlay.ddt</Overlay>
You can change the overlay ‘s size and shape with the numbers.
1.
Yes, you can first upload your screenshots to a site like
2.
Go to your menu, then View, followed by Text Size, you can change the size there.
3.
A detailed guide can be found
1.
You should start by uninstalling all mods, if all your maps still OoS, reinstall the game, but if it happens only sometimes with ESO-game play, there is little you can do about it, sorry.
2.
You most likely have a trigger lock, you can find a guide by Gaurdian_112
3.
There are some effects/conditions that don’t work online like: ‘Create Unit’, ‘Visible to Player’, ‘Units Selected’ and ‘Teleport Unit’.
1.
Go to options and put graphics from ‘Low’ to ‘High’, not all computers can handle this however, sometimes you need a better graphics card, ripples in the water appear automatically once you have reached a certain computer standard.
2.
In case of default installation:
3.
Place them in C:\Program Files\Microsoft Games\Age of Mythology\sound\taunts in case you play the original AoM and in C:\Program Files\Microsoft Games\Age of Mythology\sound\xpack\xtaunts in case you play The Titans.
1.
You have most likely installed a mod, it would be wise to uninstall it.
No matter what you say