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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 19 April 2009 12:49 PM EDT (US)     276 / 2506  
    posted 19 April 2009 04:43 PM EDT (US)     277 / 2506  
    For sword of valor:
       <Effect name="Army Deploy relative to unit">
    <Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
    <Param name="SrcObject" dispName="$$22424$$Units" varType="unit">default</Param>
    <Param name="Loc" dispName="Displace x and z by" varType="string">0,0</Param>
    <Param name="Count" dispName="$$22435$$Count" varType="long">0</Param>
    <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
    <Param name="Clear" dispName="$$22464$$Clear Existing Units:" varType="bool">true</Param>
    <Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, xsVectorGetX(kbGetBlockPosition("%SrcObject%")) + xsVectorGetX(vector(%Loc%,0)),0,xsVectorGetZ(kbGetBlockPosition("%SrcObject%")) + xsVectorGetY(vector(%Loc%,0)), %Heading%, %Clear%);</Command>
    </Effect>

    The boy with the mad imagination
    Prepare for the ultimate duel!
    Learn to use all my triggers and what you can do with them. Visit here.
    Find out and download the transform trigger here.
    Play some minigames I have created outside AOM including some 3D games here.
    posted 19 April 2009 05:31 PM EDT (US)     278 / 2506  
    Quoted from Mister SCP:
    AOM itself give people better oppturnities to do think they like to do e.g. in AOE3 "Chat Contains" works not and "Modify Protounit" works just partly. Maybe I will go from AOE3 to AOMTT soon
    Yeah.. From what I've understand, AoE3 Editor was mainly kept the same as AoT, ES didn't really bother to make things like Modify Proto Unit to work..

    Frustation would be less of a problem in AoM.

    @ nottud
    You almost got it..

    Except the variable loc is placed as the X and Y coordinates inside the vector.. And not the X and Z. And seriously, the redundancy of triggers can be avoided by using my QV Vectors.. Unit position to QV Vector, and deploy at that QV Vector. Simple, modular and straighfoward. .
    -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 19 April 2009 08:55 PM EDT (US)     279 / 2506  
    Thanks HailtotheObeo it was exactly what i was looking for and after a few minutes figured it out. And i will also thank Mythich_freak and Invet00r whislt im here Good work.

    Multichoice button?? is it possible? if so would it be able to be made?

    would it be possible for a move to vector random
    for this to work i think that the vector names would either have to be numbers eg (1-8) or you have another box in wich you declare prefixes like eg move and then you set number say 1-9,

    if that isnt do-able you could also have a move to vector point QV, meaning that you could have say QV1 as the number between 1-9 and it would get the value to wich to move from there

    Satansfall
    Paradox Designs

    [This message has been edited by satansfall (edited 04-19-2009 @ 09:16 PM).]

    posted 20 April 2009 02:49 AM EDT (US)     280 / 2506  
    I am a little confused inventoor. I ran out of parameters which is why I squared it into a vector which the user specifies seperately. I did that with lightings too remember except that I did not need to use vectors to extract indervidual fields.

    I am a little confused what is wrong.

    The boy with the mad imagination
    Prepare for the ultimate duel!
    Learn to use all my triggers and what you can do with them. Visit here.
    Find out and download the transform trigger here.
    Play some minigames I have created outside AOM including some 3D games here.
    posted 23 April 2009 07:12 PM EDT (US)     281 / 2506  
    Name - Modify Prounit
    Description - Basically whats in the TT version of the game.


    Do you think its possible to take the titans trigger and make it usable for vanilla? I have the gold edition and just hate it that the cool and necesarry triggers that were added cannot be used in the vanilla version. (yet I hope)

    If the above is not possible, then can you make a trigger which allows you to have and infinate amount of watch towers? This is basically what I want right now, (still for vanilla), but the modify prounit will come in handy later on. Thanks if this is possible.

    EDIT: or perhaps a Change units in area so I can change any unit of a certain type into a different unit. Vanilla please aswell. (as in having a priest make an obilisk which promtly changes (after completion) into a tower)

    [This message has been edited by Geeky_Gorilla (edited 04-23-2009 @ 08:05 PM).]

    posted 23 April 2009 10:42 PM EDT (US)     282 / 2506  
    Modify Protounit for Vanilla can't be done. You can increase a lot of stats using Set Tech Status, but not all.
    Change units in area
    I believe this one (along with Kill, Destroy, and do vairous other things to Units in Area) is included in invent00r's Proactive Triggers (which is linked in the main post).
    posted 24 April 2009 01:41 PM EDT (US)     283 / 2506  
    Name:QV Get Target UnitID
    Describtion:Should record the target unit(ID) of a self selected unit


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 04-24-2009 @ 01:42 PM).]

    posted 24 April 2009 08:20 PM EDT (US)     284 / 2506  
    Okay I'm pretty damn sure this trigger exists but I really need qv modify protounit. One which modifies the delta.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 25 April 2009 01:33 AM EDT (US)     285 / 2506  
    this was in less thn two miniuts written
        <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="QV1" dispName="QV get amount" VarType="string">QV1</Param>
    <Command>trModifyProtounit("%ProtoUnit%", %PlayerID%, %Field%, trQuestVarGet("%QV1%"));</Command>
    </Effect>


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack
    posted 25 April 2009 11:33 AM EDT (US)     286 / 2506  
    Ahhh. Awesome. Thank you sir.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 25 April 2009 01:25 PM EDT (US)     287 / 2506  
    Condition: Accurate Timer ms
    Description: I've seen Yeebaagooon using this condition in some of his maps. Somehow, nottud's conditional timer ms (fix) doesn't work for me, nor the original timer ms condition. When I loop a trigger with one of these conditions / effect, and with the effect Army Deploy, like 20 armies will immediately deploy after 500 ms instead of just 1 army after 500 ms.
    I would really appreciate it, if someone (Yeebaagooon?) could post the condition here.

    What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
    Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
    Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]
    posted 25 April 2009 01:37 PM EDT (US)     288 / 2506  
    Did you make the trigger high priority?

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 25 April 2009 01:51 PM EDT (US)     289 / 2506  
    This one was made by angryz0r.
    I use it all the time and it works much more effectively than the stock Timer MS. Just make sure that every instance of this condition has a different QV (I usually use gibberish and hope that I don't get the same shakespeare twice)
    <Condition name="Timer ms Accurate">
    <Param name="Timeout" dispName="$$22293$$Milliseconds" VarType="long">0</Param>
    <Param name="Qv" dispName="QV" VarType="string">moo</Param>
    <Command>if(trQuestVarGet("Accurate_Timer_QV%Qv%_DidFirstPass") == 0) {</Command>
    <Command>trQuestVarSet("Accurate_Timer_QV%Qv%_CompTime", trTimeMS());</Command>
    <Command>for(Accurate_Timer_QV%Qv%_IsTrue=0;>2) {}</Command>
    <Command>trQuestVarSet("Accurate_Timer_QV%Qv%_DidFirstPass", 1);</Command>
    <Command>}</Command>
    <Command>if((trTimeMS() - trQuestVarGet("Accurate_Timer_QV%Qv%_CompTime")) >= %Timeout%) {</Command>
    <Command>for(Accurate_Timer_QV%Qv%_IsTrue=1;>2) {}</Command>
    <Command>trQuestVarSet("Accurate_Timer_QV%Qv%_DidFirstPass", 0);}</Command>
    <Expression>Accurate_Timer_QV%Qv%_IsTrue == 1</Expression>
    </Condition>
    posted 25 April 2009 02:46 PM EDT (US)     290 / 2506  
    Yes! It works .

    This condition is very important for my scenario. Thanks

    What are the key ingredients to make a popular RPG? To find out, read the results of the RPG survey.
    Want to create an advanced patrol/pathfinding system? Have a look at the powerful Pathfinding triggers.
    Games I'm playing: The Witness [80%] Chivalry: Medieval Warfare [20%]
    posted 28 April 2009 05:07 AM EDT (US)     291 / 2506  
    name: QV Modify x

    effect: Modifies a QV by any number of other QV's,

    so QV1

    +

    then a textbox where you put your QV's seperated by a comma so

    QV2, QV3, QV4, QV5, QV6, QV7, QV8, QV9 etc

    thanks, if you could email the code to: spikes_rocksAThotmail.com,

    Satansfall
    Paradox Designs
    posted 28 April 2009 08:39 AM EDT (US)     292 / 2506  
    Try my very own Timer MS:
       <Condition name="Timer ms Proactive">
    <Param name="Timer" dispName="$$22293$$Milliseconds" VarType="long">250</Param>
    <Command>static int myTimer = -1;</Command>
    <Command>if(trTimeMS() > (myTimer + %Timer%))</Command>
    <Command> myTimer = trTimeMS();</Command>
    <Expression>myTimer == trTimeMS()</Expression>
    </Condition>
    Pros:
  • No need to set a silly random Quest Var
  • Much more efficient\faster execution.

  • Cons:
  • Only one per trigger.

  • -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 28 April 2009 12:04 PM EDT (US)     293 / 2506  
    Name - Get cursor position by X and Y (conditionally)
    Description - A condition that looks for cursor position as whole number with 4 boxes :

    [X-min] <--> [X-max]
    [Y-min] <--> [Y-max]

    where [...] is a symbol as a input box.


    If a user move cursor to a specific ranges as provided in the input boxes, the trigger gets invoked. This will allow me to make a interactive scenario.

    Thanks

    [This message has been edited by rjs23 (edited 04-28-2009 @ 12:10 PM).]

    posted 28 April 2009 05:37 PM EDT (US)     294 / 2506  
    @ rjs23
    Sadly, not possible..

    I used a work-around on my Online Editor project. It deployed ravens at the cursor position, and basically that will tell where the cursor is.. But it would still not for work UI interaction unless you pitched the camera 90º.
    -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 28 April 2009 05:59 PM EDT (US)     295 / 2506  
    Hm, that sucks and I hope you're wrong. I would die for that request. If you say its not possible, then aom has disappointed me once again.
    posted 29 April 2009 04:51 AM EDT (US)     296 / 2506  
    But you just requested and you aren't dead! Like I said, I can help you making a simple mouse position detector if you really needed, but it's a work-around and there are disadvantages..

    And of course I'm not wrong. That's absurd. Tho don't let your hopes down, maybe Fan Patch can change this in the future. .
    -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 29 April 2009 01:08 PM EDT (US)     297 / 2506  
    I can help you making a simple mouse position detector if you really needed,
    I'm all ears... What are the disadvantages?



    Edit: Let me make it more clear, I dont want cursor to be relative to the X and Y of 3d land. I want the cursor to be relative of the screen (monitor).


    Just in case you're thinking like that because I believed my request was too vague.

    [This message has been edited by rjs23 (edited 04-29-2009 @ 01:17 PM).]

    posted 30 April 2009 10:31 AM EDT (US)     298 / 2506  
    Convert all exept protounit (or unit) - Converts all units and buildings from one player to another exept the unit chosen (or units manually selected)

    Either of these triggers could be of use to me

    <O><O><O><O><O><O><O><O>All my downloads here<O><O><O><O><O><O><O><O>

    http://joshonator12.deviantart.com/

    Progress Bars

    [This message has been edited by Joshonator (edited 04-30-2009 @ 10:31 AM).]

    posted 30 April 2009 02:05 PM EDT (US)     299 / 2506  
    I'd like my unfinished request to be finished NOW, I am not gonna ask nicely again ;p.

    The Gods have left us, therefore making the old world crumble and turn into ashes...

    But as the gods return, from the ashes of the old world, shall rise a more beautiful and powerful new world, and life will begin once more, if they hadn't closed...dang you ES.
    posted 01 May 2009 02:32 AM EDT (US)     300 / 2506  
    I created a trigger which should save IDs as QV from every unit of one choosen type
         <Effect name="QV Set Unit OBJECT ID 2i">
    <Param name="Player" dispName="Player" varType="string">1</Param>
    <Param name="Object" dispName="Center Unit OBJECT ID" varType="string">0</Param>
    <Param name="UnitId" dispName="Unit Type ID" varType="string">-1</Param>
    <Param name="QVName" dispName="QV" varType="string">XY</Param>
    <Command>trQuestVarSet("convarea", 0);</Command>
    <Command>trQuestVarSet("Number", 0);</Command>
    <Command>trQuestVarSet("ffweho",0);</Command>
    <Command>trQuestVarSet("warthog", 0);</Command>
    <Command>trQuestVarSet("zeep", 0);</Command>
    <Command>while(kbGetUnitTypeName(trQuestVarGet("zeep"))!="All") {</Command>
    <Command>trQuestVarSet("zeep", trQuestVarGet("zeep")+1);</Command>
    <Command>}</Command>
    <Command>trQuestVarSet("lastpl", xsGetContextPlayer());</Command>
    <Command>xsSetContextPlayer(%Player%);</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>

    <Command>trQuestVarSet("convarea", kbUnitQueryCreate("convarea"));</Command>
    <Command>kbUnitQuerySetPlayerID(trQuestVarGet("convarea"),%Player%);</Command>
    <Command>kbUnitQuerySetUnitType(trQuestVarGet("convarea"), trQuestVarGet("zeep"));</Command>
    <Command>kbUnitQuerySetState(trQuestVarGet("convarea"), 2);</Command>
    <Command>kbUnitQuerySetPosition(trQuestVarGet("convarea"), kbUnitGetPosition(1*%Object%));</Command>
    <Command>kbUnitQuerySetMaximumDistance(trQuestVarGet("convarea"), 1000);}</Command>
    <Command>kbUnitQuerySetAscendingSort(trQuestVarGet("convarea"), true);</Command>
    <Command>kbUnitQueryResetResults(trQuestVarGet("convarea"));</Command>
    <Command>trQuestVarSet("warthog", kbUnitQueryExecute(trQuestVarGet("convarea")));</Command>
    <Command>while(trQuestVarGet("warthog")>0) {</Command>
    <Command>trQuestVarSet("warthog", trQuestVarGet("warthog")-1);</Command>
    <Command>trQuestVarSet("convera", trQuestVarGet("convarea") -1);</Command>
    <Command>trQuestVarSet("Number",trQuestVarGet("Number") + 1);</Command>
    <Command>trQuestVarSet("%QVName%"+trQuestVarGet("Number")+"", kbUnitQueryGetResult(trQuestVarGet("convarea"), 0));</Command>
    <Command>trQuestVarEcho("%QVName%"+trQuestVarGet("Number")+"");</Command>
    <Command>}</Command>
    <Command>xsSetContextPlayer(trQuestVarGet("lastpl"));</Command>
    </Effect>
    The problem is it show everytime just the same ID*the count of the units but I need the ID of every unit from that type


    ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
    Trigger Freak and Modder for AOE3

    SCP Editor Tools---my map pack---Some incomplete stuff
    My trigger Pack

    [This message has been edited by Mister SCP (edited 05-02-2009 @ 02:45 AM).]

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