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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 20 January 2005 10:47 AM EDT (US)     2101 / 2500  
@spin (do you use that name in every forum? I think I might know you from somewhere) - Make sure you aren't deploy Mother Nature Units in MP. THat doesn't work. It has to be a player besides Nature. Also be sure you have enough room where you set the area (no cliffs).
posted 20 January 2005 11:59 AM EDT (US)     2102 / 2500  
yes i use this nick in all forums =D

@question: in my szenario there are 3 players, 2 allied human players, and 1 enemy player (normal player not gaia) which is only placed for the spawning reason... i tryed with placing several different buildings for each players... and as i wrote, when i playtest the szenario its working.. but in multiplayer it doesn't

posted 20 January 2005 06:00 PM EDT (US)     2103 / 2500  
You might know me as flamethrower at another forum.

Anyways, I'm not sure what could have gone wrong. If you don't mind, perhaps you can email me the map at pftq@sbcglobal.net and I'll take a look.


But here's a quick checklist incase:

1) You have checked that the "count" field is not 0.

2) The army isn't Nature's army. (just incase)

posted 21 January 2005 02:51 AM EDT (US)     2104 / 2500  
Question time.

I didn't know where to put this, so I really apologize if this is in the wrong thread/forum. Anyway, I can't find an Object Editor for TT. I've got one for AoM, but that doesn't help me at all. I've searched over quite a few sites and still haven't found one... anyone got a link?

Cheers in advance.


So let the sadness come again
On that you can depend on me
Until the bitter, bitter end of the world
When God sleeps in bliss...

posted 21 January 2005 03:28 AM EDT (US)     2105 / 2500  
Check the Modding Forum. That's where all the object/unit making is.
posted 21 January 2005 11:41 AM EDT (US)     2106 / 2500  
is there a way of slowing down the rate in which a unit recovers it's health.

it's not in modi proto or am i horribly blind?


(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 21 January 2005 05:15 PM EDT (US)     2107 / 2500  
Er......I know this sounds really stupid, but my Quest Var Check condition isn't there.

[This message has been edited by FD2 (edited 01-21-2005 @ 05:18 PM).]

posted 21 January 2005 05:51 PM EDT (US)     2108 / 2500  
Quest Var is the same as QV. So you're looking for QV Check


Slickman: There's no modify for that. You have to have the following trigger:

RUN IMMEDIATELY. HIGHEST PRIORITY
CONDITION: Timer # (The regeneration rate)
EFFECT: Damage Unit/Damage Units in Area, Set Damage at how much HP is regained at every loop.


On the effect:

Damage Unit - use if you have one of that unit.

Damage Units in Area - Use if you have multiple of that unit. Set the radius as the MAP SIZE.

posted 21 January 2005 06:27 PM EDT (US)     2109 / 2500  
Considering pftq's topic on the 'infinate' resources, I've wondered how I can do the same for wood.

I obviously can't have the trees fall over again, or reappear at all for that matter.

SOOO......

Is there a way to order(via triggers, of course) villagers to gather from an earlier invoked Gaia Forest god power?


-- Ashtoro
Current Project - Progress {Map/Trg/Eye/Cin/Test}
Nothin' really, just fooling around.
posted 21 January 2005 09:38 PM EDT (US)     2110 / 2500  
How the hell do you use the triggers to use the cinematic ingame!!
posted 21 January 2005 09:40 PM EDT (US)     2111 / 2500  
Go to trigger, effect should be "Cinematic mode". Turn it "On". Then it will go to cinematic mode. Remember to set a trigger to turn it off when the track ends.

TearsOfEcho
/_/¯/_/¯/_/¯/_/¯/_/

meh
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[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh
[ind]meh[ind]meh[ind]meh
[ind]meh[ind]meh[ind]meh[ind]meh[ind]meh
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posted 24 January 2005 07:36 AM EDT (US)     2112 / 2500  
I need to know if my following assumption is correct.

In a cinematic I use the trigger effect: Force non cinematic models.

It is set to ON.

I first thought that this effect would make sure that NO cinematic models and skins where used by the game (So all units would stay as in the game)

However it is not working with the skins.

I assume now that it is just working for models.

So for example Kamos on the back of the laviathan will not be visible by using this effect but Kastor his blocky image will change into his smooth cinematic skin.

Is the above assumption correct ?
And if so are there perhaps other triggerbased possibilities to block cinematic skins?

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 24 January 2005 03:26 PM EDT (US)     2113 / 2500  
Why is it that when I select a sound thats not in the D:Program Files\Microsoft Games\Age of Mythology\sound directory, for the trigger "Sound Filename", it quits the editor and goes to the main menu?
_ _
o..o
°

--I am pointless--

[This message has been edited by Pointless (edited 01-24-2005 @ 03:28 PM).]

posted 24 January 2005 04:46 PM EDT (US)     2114 / 2500  
@Pointless

Its a bug I think....sometimes the editor "crashes" . Just try it again a couple of times and it will suceed I am sure.


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 24 January 2005 07:26 PM EDT (US)     2115 / 2500  
I can't even back up out of the sound folder. Dunno what you're talking about.


Why don't you just cut and paste your sound to the sound folder?

posted 24 January 2005 09:36 PM EDT (US)     2116 / 2500  
@ pftq

I think he means that the editor sometimes "crashes" when you select a soundfile with the play soundfile trigger....After the "crash" the editor closes and you will be directed to the main menu.

and indeed you cannot back out of the aom soundfolder..you can only add extra folders in it and browse around among them.

say pftq do you know an answer to my question 3 or 4 post below (about force non cine models) ?

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 25 January 2005 05:54 AM EDT (US)     2117 / 2500  
about the audio files I think the best thing to do to avoid the crash of the editor is to write directly the "location" of the files in the sound folder in soundfile effect without using the browse function. Maybe this method needs more time but in this way the editor never crashes.

Quote:

In a cinematic I use the trigger effect: Force non cinematic models.

It is set to ON.

I first thought that this effect would make sure that NO cinematic models and skins where used by the game (So all units would stay as in the game)

However it is not working with the skins.

I assume now that it is just working for models.

I've notice the same thing during the realization of the Lost Legion: units like Arkantos or Hersis despite the trigger effect force non cinematic models set to ON keep their cinematic texture.
Unfortunately my modding knoledge is inexistent and I can't give you an answer....



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 25 January 2005 06:30 AM EDT (US)     2118 / 2500  
Well it would be relatively easy to stop it having cin mode, but then it would cause oos as well
posted 25 January 2005 08:59 AM EDT (US)     2119 / 2500  
Thanx Oscar and Centurion,

I think my assumption is right. The models in that effect mean models and not skins.

So like said before the kamos on the back of the laviathan will not be shown when using this effect but the cinematic skins of units will be shown.

Probably a modder or someone who is more into the tech stuff can confirm this.

Well anyway I have to work around it

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 27 January 2005 12:31 PM EDT (US)     2120 / 2500  
nice and simple:
can you attack a unit whilst it is doing an animation?

(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)
posted 27 January 2005 04:50 PM EDT (US)     2121 / 2500  
Can you change the name, attack, and hp of a unit like in AoK? What are the names of the effects if you can?
posted 27 January 2005 06:11 PM EDT (US)     2122 / 2500  
Please use the search engine!


For Name Change - Change Name effect.
For Stats - Modify Protounit.

Yes you can attack a unit while it's doing an animation.

posted 27 January 2005 10:11 PM EDT (US)     2123 / 2500  
Those effects don't exist. Are you sure they're not from TT? because I don't have that.
posted 27 January 2005 10:12 PM EDT (US)     2124 / 2500  
Those are TT only. You may have to do "tech status" if you only have Vanilla.

posted 29 January 2005 05:04 AM EDT (US)     2125 / 2500  
i want a unit to patrol 4 points, To do this i used...

TRIGGER 122
condition
-timer

effect
- move to unit -cinematic block 1
fire event- trigger 123


TRIGGER 123.
condition
-distance to unit <=2 (cinematic block 1)

effect
-move to unit- cinematic block 2
fire event- trigger 124


TRIGGER 124.
condition
-distance to unit (cinematic block 2)

effct
-move to unit- cinematic block (cinematic block 3)

then there is another trigger which follows this pattern.

I am obviously massivly confused an need some help.
does anyone know what i can do to make the unit move to 4 points REPEATEDLY?


(¯`·.`.¸¸.°°.¸¸.`.·´¯)
(°¸.·`«Slick G»`·.¸°)
(¯`·.`.¸¸..¸¸.`.·´¯)

[This message has been edited by slickman_g (edited 01-29-2005 @ 05:04 AM).]

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