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Scenario Design
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Topic Subject: Have a question? Post it here!
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posted 15 January 2004 10:57 AM EDT (US)   
I, and I'm sure others, have noticed that a lot of forum space is occupied by threads asking questions about the various aspects of Age of Mythology scenario design. So to reduce the space taken up by these question threads in the forum, and to make it a little easier on those who diligently try to answer them all, I started this general question-and-answer thread.

So, post any question regarding triggers, units, mapping, modding... anything related to Age of Mythology, or just life in general, and we, the skilled designers in the AOMH community, will do out best to answer them.

Fire away.

I'm sure you've all noticed by now that the thread has had a quite unexpected level of success, and I see no reason to cut that success short. Keep asking your questions, and we'll keep answering them. I also want to thank all those who've taken it upon themselves to answer any and all questions posted here, namely AoMPlayer000 and oddy, as well as several others. Good work, lads.


Your Divine Overlord
KING JARED
Aw, hell, I dunno, she had some tig-ole-bitties, d'int she?
big.vitt@gmail.com

[This message has been edited by King Jared (edited 04-30-2004 @ 04:27 PM).]

Replies:
posted 29 January 2005 05:15 AM EDT (US)     2126 / 2500  
Hi slickmen, that looks pretty good. youll want 4 triggers the last one firing the first. But you dont need the distance condition , just count the sec it takes in the editor for the unit to walk where hes going and use a timer. And firing all the trigs will close them. So at the first trigs cine block where the unit walker is, turn it to on. If you stick with the distance trig, just use a number thats alittle bigger so he don't miss his mark. Good luck.

[This message has been edited by sziggi (edited 01-29-2005 @ 05:16 AM).]

posted 29 January 2005 07:28 AM EDT (US)     2127 / 2500  
Hello! I have a question...

How do I pitch things?


New member of Tsunami Studios

The Relic of Water (4.3) | The Relic of Darkness (4.6)
Quam-diu prudentiam habeis, victoria non procul est!

Geniet
posted 29 January 2005 10:02 AM EDT (US)     2128 / 2500  
If they angle of the screen, and AoMTT its "ctrl+alt+c" or "ctrl+shift+c" I've forgotten which, then "Ctrl+up/down"

If rotating units: d/l Cheesy's extra features patch.

PLEASE read the FAQ

posted 29 January 2005 12:49 PM EDT (US)     2129 / 2500  
I have a technical question:

I am not a computer expert, and I would like to know how i can add screenshots from my scenarios when i launch a topic.

For example: when I make a preview of my map, i would like to add some screenshots, but i dont know how

posted 29 January 2005 01:00 PM EDT (US)     2130 / 2500  
@ Slickman
Like Sziggi said, get rid of the distance check on your triggers. Your units may never make it to that cinematic block if they encounter and attack enemy units on the way. Just have all of the triggers timer based, however, ensure that none of your triggers are set "active" or "run immediately". Instead, have them just fire each other and have one more trigger which is both active and run immediately fire the first one when you want them to start patrolling.

@ Reinfire
You will probably need a server to host any screenshots you want to use. Then, if the option is avaible on the message board you want to use the screenshot on, you'll either have to use bb code or html to link it. Html would look something like this:
<img src="http://www.servername.com/myscreenshot.jpg">
I am unsure what the BB code would look like since I haven't done it.

posted 29 January 2005 01:38 PM EDT (US)     2131 / 2500  
thanks for your help everyone, but i actually figured it out before i saw any of your relpies lol!

(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 30 January 2005 06:27 AM EDT (US)     2132 / 2500  
ArcticWind7: I already know how I will pitch the camera angle... I want to know how I will pitch objects in my scenrio. (ctrl+up/down doesn't work)

New member of Tsunami Studios

The Relic of Water (4.3) | The Relic of Darkness (4.6)
Quam-diu prudentiam habeis, victoria non procul est!

Geniet

[This message has been edited by Geniet (edited 01-30-2005 @ 06:28 AM).]

posted 30 January 2005 08:34 AM EDT (US)     2133 / 2500  
In the d/l section in utilities, search for " Cheezy " then d/l his "Extra Features Patch" Then you will be able to rotate objects in "Move Object's" Mode.

Also d/l Reyks latest editor patch

posted 30 January 2005 08:43 AM EDT (US)     2134 / 2500  
Can you get a ranged unit to attack an area??

Iv tried placing an unber unit and making it very very very small then placing invisible walls around it to stop it moving then attacking that unit but ths is not practical.

Any ideas??


(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 30 January 2005 09:12 AM EDT (US)     2135 / 2500  
fill the area with invisible targets

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
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rest in peace Compy (February 2001, May 2006)
Scenario Editor Screens
posted 31 January 2005 11:27 AM EDT (US)     2136 / 2500  
Dont they cause obstruction?
posted 31 January 2005 01:07 PM EDT (US)     2137 / 2500  
i think they do, whilst i check, is there any other way?

(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 31 January 2005 02:05 PM EDT (US)     2138 / 2500  
It would help if Unit Work would work!
posted 31 January 2005 03:46 PM EDT (US)     2139 / 2500  
how do you do this

make a hersir every 30s and then from where it is made make it move elsewhere.

e.g. hersir is made at place A and then instantly moves to place B.


* * * * * * * * * * * * * * * ****** * The_Mafia_Man * ******* * * * * * * * * * * * * * *
* * * * * Practice makes perfect, but you cant be perfect, so why practice * * * * * *

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posted 31 January 2005 03:50 PM EDT (US)     2140 / 2500  
C: Timer
E: Unit Create, Move from Area

(looped, place a cinematic block at the place where the hersirs will be created and use it as the centre unit for the second effect)

[This message has been edited by AoMPlayer000 (edited 01-31-2005 @ 03:51 PM).]

posted 31 January 2005 06:26 PM EDT (US)     2141 / 2500  
About Invisible Targets: THEY DO NOT CAUSE OBSTRUCTION! They are just like cinematic blocks - ONLY that they can be used with "Unit Work" where a unit/godpower/etc attacks it.

[This message has been edited by pftq (edited 01-31-2005 @ 06:26 PM).]

posted 01 February 2005 07:42 AM EDT (US)     2142 / 2500  
yup he's right^ thanx

(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 02 February 2005 08:21 PM EDT (US)     2143 / 2500  
I have a question...

1) How would I raise the defense of a unit for a second and set it back to its former state? Note: the defense stats are always changing, so that's what makes it hard.


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[This message has been edited by ATTEcLiPsE1 (edited 02-02-2005 @ 08:23 PM).]

posted 03 February 2005 01:59 PM EDT (US)     2144 / 2500  
@ATTEcLiPsE1

trigger 1:
inactive
condition: timer X
effect: modify protounit (raise whatever defense you want)
effect: fire event (trigger 2)

trigger 2:
inactive
condition: timer Y
effect: modify protounit (lower whatever defense you want)
effect: fire event (trigger 1)

Where X is the number of seconds you want to wait before raising the units defense, and Y is the amount of seconds you want to wait before lowering it again.

posted 03 February 2005 07:44 PM EDT (US)     2145 / 2500  
But that's the thing...

Okay, say my character has 50% hack and pierce armor. The player types in chat "dodge". The stats raise to 99%. I make a trigger to lower it down by 49%, or 0.49. Then the player gets a level. His hack and pierce armor raises to 57%. His stats now raise to 100% when he says 'dodge'. Then when they fall, they go back to being 51, rather than 57%. I need to make it so that regardless of what the defense stat is, it will fall back to what it was a short time ago.

BUT!!
I can always just redo my leveling system, which in fact I'm already doing, and include some new triggers in it.


-=*Put this in your sig if you or a friend has survived or was killed in a Pokemon battle.*=-
-=Eyecandy & Screenies=-
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posted 03 February 2005 08:27 PM EDT (US)     2146 / 2500  
I have a question for you pftq..

In my final cinematic I finally used the trigger feature in the soundfilename effect ( For the other scenarios it was already too late because I have set up tons of timers)


Ok the problem which I have now is that I cannot stop the sound.

I have created some soundloops which get fired at certain scnenes and if they are not needed anymore the triggers get disabled...however this disabeling doesn't work

Bellow follows the set up:

All triggers are set on highest priority

Trigger1
Not active gets fired up at certain scene

condition: always
effect: play soundfile ..trigger feature fires trigger 2


Trigger 2
Not active (fired up by trigger 1)

condition: always
effect: playsoundfile (same sound as trig1) trigger feature fires trigger 1

Ok this part works

Now both triggers get disabled at the same time with the disable trigger effect....but they do not get disabled and keep happy roling on. The settings for the disable trigger are correct ( no spelling mistakes) and they worked earlier when i had a timed looping set up.

Am I overlooking something here ?

Or are those disable effects somehow messed up and should I delete and add them new ?

Hope you can help me out with this

best regards,

The Vandhaal


BEST REGARDS,
THE VANDHAAL

El Vandhaal tiene gusto de las mujeres atractivas que usan los talones altos y las medias cosidas | Le Vandhaal qui aime les femmes qui portent des talons hauts et bas cousus.
HG moderators if you feel paranoid then translate the above here
More: ((( THE VANDHAAL WEBSITE)))(((STEAM VANDHAAL AOM EE COLLECTION)))(((VANDHAAL BLOG)))
[This message has been edited by The Vandhaal (edited 12-31-2999 @ 23:59 PM).]
posted 03 February 2005 08:42 PM EDT (US)     2147 / 2500  
You have a looped sound file effect that won't stop?


trig one (looping)
condition:unit alive
effect start loop

trig two
condition timer.
effect deactive(trigg 1) and destroy unit.


Using an object in this way will stop the loop. Some times the single impulse that come from the deactive trig gets lost.

was that it or did i miss something?

[This message has been edited by sziggi (edited 02-03-2005 @ 08:43 PM).]

posted 03 February 2005 08:44 PM EDT (US)     2148 / 2500  
*sigh* when will people learn that Disable Trigger DOES NOT WORK WELL with trigger loops!

Disable Trigger simply unchecks the "active" box in triggers. But by the time it does that, your "loop" fires the trigger again.


What I do, and it almost always works, is to put in a QV Check for the condition.

Then before using the Disable effect, I change the QV Set.

So your trigger would be:

Effect:
QV Set
Disable
Disable

Get it?

posted 04 February 2005 08:08 AM EDT (US)     2149 / 2500  
Thanx for the reactio Pftq and Sziggi:

LoL I had never problems with the disable trigger effect before ( I just builded in back up stops I thought there was something wrong with the trigger set up of the sound and not the disable thing

Ok but again I will listen to your advice Pftq

So the set up would be:

condition:
always
qv check (so if its set to 1)

effect
sound file etc etc etc


the trigger set up for the disable triggers would

condition
whatever

effect disable the both triggers
qv set to 0

edit I quess I also have to set the questvar to 1 again before I start the sound looping tiggers (yes yes i know it sounds N00bish with such a simple qv setup but it are my first qv steps)

As I am still a noob in those qv I would have probably used Sziggis solution...but time to learn them now for possible next projects (thats why i added dr nicks guide to the wiki so i could already get a bit used to them)

Best regards,

The Vandhaal


BEST REGARDS,
THE VANDHAAL

El Vandhaal tiene gusto de las mujeres atractivas que usan los talones altos y las medias cosidas | Le Vandhaal qui aime les femmes qui portent des talons hauts et bas cousus.
HG moderators if you feel paranoid then translate the above here
More: ((( THE VANDHAAL WEBSITE)))(((STEAM VANDHAAL AOM EE COLLECTION)))(((VANDHAAL BLOG)))
[This message has been edited by The Vandhaal (edited 12-31-2999 @ 23:59 PM).]

[This message has been edited by The Vandhaal (edited 02-04-2005 @ 10:09 AM).]

posted 04 February 2005 08:21 AM EDT (US)     2150 / 2500  
@ATTEcLiPsE1

1) It's not possible to raise an armor greater then 99%.

2) Just use a quest variable to keep track of what the armor was before you raised it. Here is a simple example

trigger Set_Armor:
active
runimmediately
condition: always
effect: QVarmor = 50;
effect: modify protounit (make his armor 50)

trigger Update_Armor:
active
condition: (player gets a level)
effect: QVarmor = 57;
effect: modify protounit (armor +0.07)

trigger Special_Move:
active
condition: (player types dodge)
effect: modify protounit (armor +1.0)
effect: fire event (trigger Reset_50)
effect: fire event (trigger Reset_57)

trigger Reset_50:
inactive
condition: QVarmor == 50;
condition: timer X
effect: modify protounit (armor -0.49)

trigger Reset_57:
inactive
condition: QVarmor == 57;
condition: timer X
effect: modify protounit (armor -0.42)

and so on...
You will have a reset trigger for each possible amount of armor your unit can have in order to impliment the special move (dodge). Yes it gets tedious but that's the price you pay for not being able to use math in triggers.

[This message has been edited by KSmith (edited 02-04-2005 @ 08:23 AM).]

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