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Topic Subject: Have a Trigger Request? Post it here!
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posted 01 February 2009 11:53 AM EDT (US)   
So you have a question trigger request?

You can post it here!



Hello and welcome to the Trigger Request Thread (TRT). This thread's purpose is only to place trigger requests and discuss them. If you have unrelated questions or need help with triggers, please use Azur's thread!



Before posting your request, it's always good to read the so-called FAQ.

  1. What is a FAQ?
    The term "FAQ" (when pronounced, it rhymes with "back") is an acronym for Frequently Asked Questions.

  2. How do I install a trigger?
    When we have finished making your trigger, we'll post the required code here. To install this code you will first of all need to find your way to the AoM installation folder. C:\Program Files\Microsoft Games\Age of Mythology by default). Now open the trigger folder if you intend to use the trigger in vanilla, or open the trigger2 folder if you use The Titans expansion. Next, open the file called typetest.xml. The only thing left to do is copy the code at the right position and save. If you requested a condition, then place the line above < /Conditions>, if you requested an effect paste it right above < /Effects>. Note the "s" at the end of both tags.

    Notes:

    1. When copying the trigger from someone please click first and only then copy the required code.
    2. If you're still uncomfortable with installing triggers please backup the original typetest file, i.e. copy the original to another folder.


  3. How do I uninstall a trigger?
    If a trigger happens to be faulty or if it generates errors you better remove it. Just do as if you were installing a new trigger, but instead of copy-pasting new code, remove the code corresponding with the chosen trigger. Make sure to remove it completely, including the starting < effect > or < condition > tag and the corresponding < /effect > or < /condition > closing tag. Failure to do so properly will cause XML errors in the file making ALL triggers in that file inaccessbile for AoM.

  4. So... How exactly are new triggers made?
    AoM has a built-in engine that can parse XS code. Triggers are programmed and interpreted using this language through a series of existing functions. Since there are over 600 functions, and only a few are used by the default triggers, this leaves plenty of room for a whole new set of advanced, useful triggers.

  5. Can I request anything?
    Although we can do a lot with today's knowledge, there are still limitation we won't ever get around. So if you think of a cool new trigger, make sure to post a request but don't forget you might get a negative reply. Commonly requested triggers that are not possible include (but are not limited to):

    • Modify Unit: change the stats of 1 particular unit.
    • Change Playername
    • Change Major God
    • Transform ALL units on map for player
    • I'll add more when I think of them.


  6. I want to learn trigger scripting, how do I do that?
    It takes quite some time, but if you really want to learn trigger coding, we recommend fully understanding XS language before you start making triggers. Therefore, go here: Master XS (WIP). If you want to skip all that, and you want to be able to create only simple triggers, read this guide.

  7. Help! My triggers have stopped working!
    Triggers Stop Working Guide. Also linking camera tracks, using Run Immediately, sound timers and decimals in conditions like Timer and Distance to Unit effect, might cause this. Moreover, typing an invalid name on the Victory Conditions will cause a trigger block. But post these sort of questions in the Great Question thread.



Resources

Recommended Downloads:
  1. Trigger Loader 2 + Quest Vars (AoM && TT) by invent00r and Mythic_Freak
  2. SomeNewXTriggers 3 (TT) & SomeNewTriggers 4 (AoM) by Reyk
  3. Proactive Triggers (TT & AoM) by invent00r
  4. Advanced Triggers Set (TT) by pftq
  5. New Custom Triggers (TT) by Baseballkid14
  6. Nottud's Latest Triggers by nottud
  7. Conditonal Effects (TT & AoM) by nottud
  8. Angry Levels (TT & AoM) by angryzor
  9. SIMSTools (TT) by angryzor
  10. Target Protounit Query by HailToTheOboe

Miscellaneous:
  1. First TRT by invent00r
  2. Trigger Templates by Mephiles
  3. A list of all guides sorted by Paperfriend




Posting a Request

So you have read the FAQ and want to post a request? OK, go for it, just be sure to use the following format:

Name - This should be as straightforward as possible. Try to comply with today's standards.
Description - Always describe the actions that you want the trigger to perform.
Example - Optional. An example can be a great help when requesting complex triggers.

[b]Name[/b] -
[b]Description[/b] -
[b]Example[/b] -

We might even ignore posts in other formats if we're in a bad mood
Remember that not all triggers are possible but we will try our best.




Unfinished Requests

  • Unit Patrol by Bingo Little
  • Army Wander by Endarron
  • QV Damage Units in QV area by name by mrjonathan0
  • Unit Heading Towards Unit by dwieeb
  • Damage units in Area by % (has been done before?) by Steak And Khan
  • Most Units In Area by Sir_Hans
  • QV Modify x by satansfall
  • Move from area to random area by Mister SCP
  • Set Unit Formation by aZeusDude2
  • Army Deploy Random Myth Unit by bgan
  • QV Randomize Series by Alexgd92
  • Convert all except protounit (or unit) by Joshonator
  • SET Ambient Colour/Sun Colour/Sun Specular/Terrain Ambient Fade Version by andrewv42
  • Damage units near army by AJER
  • QV count units in area with state by AuroraP
  • QV Grant random resources per stat by AuroraP
  • Condition: Random Timer by SwordOfValor
  • Army deploy in line by SwordOfValor
  • Condition: unit (type/in area) worked on other unit. by WinstonShnozwick
  • Gruoup selected by Guard of Olympus
  • Pick Unit by XxXItachiXxX
  • Modify Protounit All Percent by AuroraP
  • Random Forest by Bubble

  • Finished Requests

  • Damage Units near protounit for sneaky_squirrel & mrjonathan0
  • Move units from area to unit for Azur
  • Clear Chat History of Player & Chat Contains Anything for Lewonas
  • QV Change unit type by ID for Yeebaagooon
  • Move to QV Unit for Yeebaagoon
  • QV Modify Protounit for Xzyiothe
  • Player Kill GP Slot for Titanic Kraken
  • Move all player units for Anstar
  • Protounit Change Name for Dimir_Guildmage
  • Shop start/end with max for Mephiles
  • Diplomacy trigger for Yeebaagooon
  • Diplomacy both ways trigger for Yeebaagooon
  • Modify protounit trigger for Yeebaagooon
  • Convert trigger for Yeebaagooon
  • Make all units have no bonuses for Brighty
  • Conditional Army Units in Area for Sneaky_Squirrel
  • GROUP Select 2 for AuroraP
  • Send QV Color Chat for Alexgd92
  • Quest Var xModify for Alexgd92
  • QV Randomize 4 amounts for Alexgd92
  • QV Set Population Count for Beelzebub
  • Units in area of army for SwordOfValor
  • Damage units in area of army for SwordOfValor
  • AG with armies for SwordOfValor
  • Army deploy QV Count for Silicone Ruff Jr
  • Quest Var set rank for gunner1
  • Convert units in area to random player for Zorx
  • Units Change Name By Type for beerad
  • Army deploy where the units facing for SwordOfValor
  • Unit Heading Towards Unit for Noble
  • Convert Random Units In Selection for xEXOLARx
  • QV Set Units in Area (Center Army) for SwordOfValor
  • Move Units from Area (action) for SwordOfValor

  • Enjoy.
    Last updated: 03 september 2009

    If we knew what it was we were doing, it would not be called research, would it? - Einstein, A.
    Master XS - AoM Code Reference - Trigger Loader - Trigger Requests - Chess

    Wow, I never thought that I would actually know something before nottud did... it's actually not all that satisfying ~ Steak

    [This message has been edited by Mythic_Freak (edited 01-16-2010 @ 08:01 AM).]

    Replies:
    posted 03 April 2009 04:21 PM EDT (US)     176 / 2506  
    @greenturtle: Fixed the triggers, i deleted my previous ten and it was probably caused because i just copied my modify protounit thing. And i have no idea how to use QV's ive read alot of the beginner and advanced tutorial guide things on the site but i still dont quite understand.

    The day AOMH is forgotten will be the day the world ends.
    posted 03 April 2009 05:14 PM EDT (US)     177 / 2506  
    *Figured out the problem in this post*

    [This message has been edited by Die_Mortal (edited 04-03-2009 @ 05:21 PM).]

    posted 03 April 2009 05:17 PM EDT (US)     178 / 2506  
    That looks right (it's same in my trigger file and works fine).

    Make sure the building is availible to the player, and you have enough resources.

    [This message has been edited by pubby8 (edited 04-03-2009 @ 05:17 PM).]

    posted 03 April 2009 05:25 PM EDT (US)     179 / 2506  
    There has to be something wrong with that trigger still. Does someone want to come on eso and take a look at it for me?
    posted 03 April 2009 11:15 PM EDT (US)     180 / 2506  
    My best guess is that it's trying to build the building at {-1,-1,-1} but I don't see any obvious reason why any reason why any of the commands would be failing and returning -1.
    posted 04 April 2009 07:13 AM EDT (US)     181 / 2506  
    1. Unit Position To QV Vector
    2. Quest Var Vector Randomize
    3. Unit Build Building At QV Vector

    Voila.
    -invent00r

    My Work: 1 2 3 4 5 6 7 8 9 10

    WIP: Master XS Battle Micro AI
    Paused: AI (%4.247)
    Os segredos são de quem os souber guardar.
    posted 04 April 2009 09:02 AM EDT (US)     182 / 2506  
    @bhuwannabe: Quest Vars work like a value you can set, change based on what it is now, and send in chats and messages ect. For an infinite leveling system, just use compare QV to player stat, and when it's less than the number of kills, add to the QV with Quest Var Modify, and then use modify protounit and adjust the variaous stats of the main unit. Also make the trigger looping. When the QV matches the number of kills it will stop runing and run again once it is less than the # of kills. The operator should be something like this:

    PlayerKillsStat
    >
    QV_Name

    or

    QV_Name
    <
    PlayerKillsStat

    AOM Scenario Trigger Editor Official Thread!

    Chat Contains without OOS for online!
    Want to know what happens when you mess with water and elevation in a random map script? Well, you'll want to see this, then.

    [This message has been edited by Green_Turtle (edited 13-32-2011 @ 13:60 AM).]
    posted 04 April 2009 09:15 PM EDT (US)     183 / 2506  
    Been awhile seen I've been on the forums o_O

    Anyways, I could use a trigger to cut down on having to use conditional effects, it'd just be easier this way. Especially if I screw up on anything.

    Name - QV Modify Protounit
    Description - Same as modify protounit, just where the delta is it would be replaced with a QV slot, where you put the QV name, and it'll modify it by the QV. Simple I'm sure. Closest I've got to this is 'Modify Protounit4' from Nottud's trigger pack, however it has a QV for the field, not the delta. A QV delta is what I'm after.

    Thanks in advance.
    posted 04 April 2009 09:34 PM EDT (US)     184 / 2506  
    <Effect name="QV Modify Protounit">
    <Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Villager</Param>
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="player">1</Param>
    <Param name="Field" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="QVName" dispName="$$23952$$Var Name" VarType="string">QV1</Param>
    <Command>trModifyProtounit("%ProtoUnit%", %PlayerID%, %Field%, trQuestVarGet("%QVName%"));</Command>
    </Effect>

    [This message has been edited by pubby8 (edited 04-04-2009 @ 09:35 PM).]

    posted 05 April 2009 01:06 AM EDT (US)     185 / 2506  
    For any trigger that accepts a number as input but you want to use a QV instead, just put this into the field:

    trQuestVarGet("QV1")

    usually you'll have to type it somewhere else and paste it in.
    posted 05 April 2009 04:01 AM EDT (US)     186 / 2506  
    Simple, and I know that this has been done but I just can't find it

    Name - Damage units in Area by %
    Description - Damage units in an area by a percentage Just like damage units in area just instead of a set damage, make it a set percentage.

    Thanks guys ~ Steak

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    posted 05 April 2009 11:14 AM EDT (US)     187 / 2506  
    I wanted to use the "Unit Build Buiding Near Unit" trigger too with edge only, but it makes a diaganol line with the radius from the bottom corner of the map...

    AOM Scenario Trigger Editor Official Thread!

    Chat Contains without OOS for online!
    Want to know what happens when you mess with water and elevation in a random map script? Well, you'll want to see this, then.

    [This message has been edited by Green_Turtle (edited 13-32-2011 @ 13:60 AM).]
    posted 05 April 2009 05:03 PM EDT (US)     188 / 2506  
    Name: Shop start with max OR Shop end with max
    Description: A modified version of the shop triggers that nottud made. It would allow for a maximum amount to be purchased per player. For example, a shop might sell a maximum of 5 villagers. Player 1 purchases all five villagers and therefore can't buy any more, but player 2 can, because he hasn't reached the maximum amount.

    This'll be challenging to make, but it would be great if it was possible. Thanks.

    MEPH
    [Insert amazingly witty signature here.]

    Me and Yeebaagooon's scenarios | Download The Corruptor
    posted 05 April 2009 05:11 PM EDT (US)     189 / 2506  
    posted 05 April 2009 05:57 PM EDT (US)     190 / 2506  
    The shop triggers don't work like that
    posted 05 April 2009 06:38 PM EDT (US)     191 / 2506  
    Thank you pubby8.

    @ HailToTheOboe

    I knew there was something like that, I don't jump on aom often enough anymore to be able to remember anything. So a trigger to do it would've been better for me. Plus whenever I try to make a trigger, I end up killing them all.
    posted 06 April 2009 04:02 PM EDT (US)     192 / 2506  
    Name: Invoke GP at Unit Multi
    Description: Basically I want to invoke a GP like "Serpents" around my unit around 50 times (Serpents can then be transformed into effects like fire)

    My goal is to have a GP that creates a ring of fire that moves with a unit, but I thought this would be a good place to start.
    posted 06 April 2009 04:43 PM EDT (US)     193 / 2506  
    You don't need a trigger for that.
    posted 06 April 2009 08:32 PM EDT (US)     194 / 2506  
    I have an 'Invoke GP Multi' ,which you can set to a unit, but it is also pre-set to the corner of the map, which I can't figure out how to remove. Anyone know how to fix that?
    posted 06 April 2009 09:09 PM EDT (US)     195 / 2506  
    @ Ajax_96

    More than likely you missed one of the parameters and forgot to set a point.

    [This message has been edited by Xzyiothe (edited 04-06-2009 @ 09:09 PM).]

    posted 06 April 2009 09:51 PM EDT (US)     196 / 2506  
    I have gotten the GP to work, but it only works in the south corner. It only gives you a "Set Point" button and a show button. The problem is that when I first create it, I click on show, and the camera shows that the South corner is already selected when I didn't choose that. How can I remove this pre-set point?
    posted 06 April 2009 11:54 PM EDT (US)     197 / 2506  
    I have gotten the GP to work, but it only works in the south corner. It only gives you a "Set Point" button and a show button. The problem is that when I first create it, I click on show, and the camera shows that the South corner is already selected when I didn't choose that. How can I remove this pre-set point?
    I believe you answered your own question there. All area setters like that default to that corner, changing the pre-set is not only useless (unless you're lazy, and want then all to default at a certain point.. Mostly useless) but would also require a custom trigger (which is unnecessary.)

    Just use the set point button, and select where you'd like the godpower to be invoked. Don't forget to grant the power before.
    posted 07 April 2009 00:14 AM EDT (US)     198 / 2506  
    The thing is I don't want it to be invoked at a point, but rather at a unit. There is a set unit button, but the 'invoke point' seems to override that. I want to remove the point, so that it is invoked on my unit where ever it goes.
    posted 07 April 2009 02:45 PM EDT (US)     199 / 2506  
    Quest Var Modify + 1

    Quest Var Check < 5

    does that really need to be built into the trigger itself?
    Do you even know what the shop triggers are?

    MEPH
    [Insert amazingly witty signature here.]

    Me and Yeebaagooon's scenarios | Download The Corruptor
    posted 07 April 2009 03:14 PM EDT (US)     200 / 2506  
    I haven't used them, but I assumed it was an effect that simply clumped all of the usual conditions and effects used for shops (distance, resource count, grant resources etc) into one effect.

    Apparently the assumption was wrong. Sorry.
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