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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 May 2009 05:07 AM EDT (US)     376 / 2506  
    I think that already exists...

    Modify Protounit 2

    Description:This effect,instead of adding or reducing the requested value,it changes the value to tne number you put.

    And another one,which is propably impossible:

    Insert Texture to Army

    Description:Places a texture of any unit(or textures from forest fire and bronze) into an army of your choice.
    posted 19 May 2009 03:04 PM EDT (US)     377 / 2506  
    Impossible.
    posted 19 May 2009 07:17 PM EDT (US)     378 / 2506  
    In terms of changing textures it is not quite impossible but limited whichcan be done using transform. This works for any untis that do not crash with transform.

    Bronze: Transform from another unit currently bronzed.

    Forest fire: Transform just when the object has started burning - do a transform transforming from the burning tree into the unit of your choice. The effect normally lasts till the forest fire kills the unit. It is possible to make the effect last forever by bringing the unit back to life in some way. A restoration seems to be one effect way of keeping the unit alive. It needs to be on when the unit dies.
    Medusa stone:

    Transform to unit while it is turning to stone. If you do it when the unit finshes it will become a phantom unit which you cannot select and takes the animation of the unit when it froze. (Also will be frozon in that animation - i.e. the unit will no longe move!)

    Frost: I have not got frost texture to work unfortunately.

    The forest fire one is probably the most unknown. Generally there are two main looking textures - each tree generates its own textures but these are the main two types you can get:

    [JPEG, (533.11 KB)]

    The lava looking one is with marsh tree and the brown ones is with an oak tree. Tundra is the only other tree that I know of that generates that lava type texture as well.

    Sooo gonna have to make a map using this.

    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.

    [This message has been edited by nottud (edited 05-20-2009 @ 06:11 AM).]

    posted 20 May 2009 12:01 PM EDT (US)     379 / 2506  
    Effect: Army Deploy Random MYTH unit

    Title explains it already i think
    posted 20 May 2009 04:20 PM EDT (US)     380 / 2506  
    Thanks nottud!

    I tried a bunch of stuff trying a unit with the forest fire texture and keep it alive.

    I remember transforming the burning tree to Arkantos and then trying to "wake him up",didn't work though.Infinitive health was useless as well...Then tranformed the burning tree into a waterfall(try it yourself!It's pretty awesome!) and after the end of the GP back to a normal unit.It was dead,but had it's idle animation which kind of an achievement.

    NEVER thought of the restoration though...

    As for the other textures I nailed pretty good...it was fun!

    By the way...is Modify Ptotounit 2 possible?


    *goes off to create an awesome magma dragon*
    posted 21 May 2009 01:25 PM EDT (US)     381 / 2506  
    I did the water fall trick a long time ago on a zelda map Used to confuse everyone but looks pretty cool. The same happens with gold mine too. Seems to be units that don't die properly.

    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.

    [This message has been edited by nottud (edited 05-21-2009 @ 01:27 PM).]

    posted 21 May 2009 04:26 PM EDT (US)     382 / 2506  
    Would it be possible to set guys on fire without a mod? Maybe have a trigger, so that when they get close to something or an event happens, all units in a certain area were to catch fire?
    posted 21 May 2009 05:12 PM EDT (US)     383 / 2506  
    You could try invoking spy and transforming it to Fire Hades.

    ______________________________________ Yeebaagooon ______________________________________
    ____________________ AoMH Seraph ____________________
    "You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
    "Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
    AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
    Ex Seraphs Dictator, Spore Heaven Seraph
    posted 21 May 2009 05:23 PM EDT (US)     384 / 2506  
    Okie, I'm still trying to decide wether or not I want to do the transform trigger thing. I'm very protective of my computer....
    That's why I don't dig mods. What's to say the guy who wrote it didn't have a virus he didn't know about? Or maybe he made it wrong?
    I just looked at the transform page thing earlier today, and was intrigued, perhaps I will do that. Have to figure out how.
    posted 21 May 2009 06:44 PM EDT (US)     385 / 2506  
    As far as I know, picture files can't have viruses. Certain audio/video formats can, I believe. Big filetype to watch out for is exe for obvious reasons. There's no way you'll get a virus off AoMH, and if you do it's likely a false positive. If there is a download which has an .exe installer I'm sure whatever download moderator who let it through gave it a virus scan.

    To avoid downloading mods you don't like, make sure you only download ones that have screenshots available. If all else fails search around on the forum to see how to remove the mod properly, or just uninstall and reinstall AoM after backing up scenario files and whatever else.


    Anyway the Transform Trigger should do the job well.
    posted 21 May 2009 08:06 PM EDT (US)     386 / 2506  
    posted 22 May 2009 03:49 AM EDT (US)     387 / 2506  
    If my transform trigger had a virus I think it would have been found by now.

    If your still not happy out installing it there is a way to do it without downloading anything but its harder:

    Insert a send chat from player 0 to player 0 trigger and put this in it:

    ");/**/unitTransform("proto1","proto2");/**///

    Replace proto1 and proto2 with units of your choice. It must go EXACTLY as shown.

    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 22 May 2009 11:37 AM EDT (US)     388 / 2506  
    is there actually a trigger wich allows you to select +30 armies?

    all people that are newby at triggering should download my little newb guide in triggering.(including: modifying, change name, making booters, make a basic shop that costs rescources). http://www.filefront.com/14265531/Tutorial Triggers By Exigopro.doc
    posted 22 May 2009 11:43 AM EDT (US)     389 / 2506  
    Not only that theres 30 triggers that will do that as well!!!
    posted 22 May 2009 01:22 PM EDT (US)     390 / 2506  
    can you say the name of a trigger that has that effect?

    all people that are newby at triggering should download my little newb guide in triggering.(including: modifying, change name, making booters, make a basic shop that costs rescources). http://www.filefront.com/14265531/Tutorial Triggers By Exigopro.doc
    posted 23 May 2009 04:12 AM EDT (US)     391 / 2506  
    Its impossible unless you assign two armies and do the effect for both armies.

    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 24 May 2009 05:50 PM EDT (US)     392 / 2506  
    Heya guys, i iz back for a little while hopefully. I have a request, and if you could create the effect it would save me exponential amounts of time creating systems to check against each other lol.

    Type - Trigger Effect

    Name - QV Randomize Series

    Description - I would like to have an effect that randomize a QV to a specified range of values, but only if other specified QVs are not already assigned the same value. This can be done with a moderate amount of value checking & resetting, but i'd rather it be done with one effect. Depending on how the effect is set up it could set the values of multiple QVs in one effect, or simply just place in multiple effects, one after another to check against each other(? maysbe the second one? lol).

    Example - I have 16 TCs and 4 Players. I want to assign each of the 4 players a TC, but obviously they cannot have the same QV for the TC convert, else someone will end up without a TC. So i want to randomize the QVs "P1TC", "P2TC", "P3TC", and "P4TC" to a value between 1-16, without them having the same value.


    Hopefully this is possible, but if not - no worries, i'll just continue the lengthy evil way. Thanks either way.

    Respectfully
    ~ alexgd92

    --- Darkness Comes... Will you be waiting? ---
    Latest Project: ~ Pinnacle ~ • My Maps: Click Me!
    Current Projects: A Knight's Tale, FORTRESS, The Rising Campaign
    - Age of Darkness, Reign of Darkness Campaign, The Adventures of Sullivan Thayer (Part I)
    Soaring Eagle Studios
    posted 25 May 2009 08:15 AM EDT (US)     393 / 2506  
    Main post updated, looks like I'll have some work.
    Convert all exept protounit (or unit) - Converts all units and buildings from one player to another exept the unit chosen (or units manually selected)
    Just convert all and convert the ones you'd like to keep back...

    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 05-25-2009 @ 08:15 AM).]

    posted 25 May 2009 03:05 PM EDT (US)     394 / 2506  
    Is modify protounti 2 impossible after all or not?
    posted 25 May 2009 04:33 PM EDT (US)     395 / 2506  
    Well, not impossible. It's just a huge boring work. Someone has to make functions that return the hp, speed, etc. etc. of all 800 units. If we have those we also have to calculate their actual stats based on the current tech status and then add/substract the nessecairy delta value so that the actual value comes in effect.

    But as you can see it's that first functions that no one really wants to start on... Although I believe invent00r had a partly ready function for vanilla.

    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
    posted 25 May 2009 05:06 PM EDT (US)     396 / 2506  
    I did sort of make a few triggers like it althoug not many using the sarting stat values plus tons of find and replaces and other tedious work.

    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 25 May 2009 11:11 PM EDT (US)     397 / 2506  
    Heya guys i gotz another idea for you =P. It would also be helpful if this could be completed, but no rush. Thankees anyway =P.

    Type - Trigger Effect

    Name - QV Units in Area

    Description - Sets a QV value to the specified protounit in the area. It would basically use the same function as Units in Area regarding units, such as if you specified "Toxote" or just simply "Unit" it would retrieve whichever is specified.

    You could use this in conjunction with QV Compare and do all sorts of fun stuff =P. But of course i'm keeping my usage secret muahahaha. lol. Thanks either way.

    Respectfully
    ~ alexgd92

    --- Darkness Comes... Will you be waiting? ---
    Latest Project: ~ Pinnacle ~ • My Maps: Click Me!
    Current Projects: A Knight's Tale, FORTRESS, The Rising Campaign
    - Age of Darkness, Reign of Darkness Campaign, The Adventures of Sullivan Thayer (Part I)
    Soaring Eagle Studios
    posted 26 May 2009 10:14 AM EDT (US)     398 / 2506  
    1.found QV Get(Set) Target ID in proactiv triggerset
    2.Is Unit by VeX_Sino exists there aswell (->Is Type)
    3. trigs for Alexgd92 and maybe for SH if you insert -All- it count the units in area then you just need to compare with QV compare trigs)
    <Effect name="QV Count Units in Area">
    <Param name="DstObject" dispName="Center Unit" VarType="unit">default</Param>
    <Param name="Player" dispName="Player" VarType="player">1</Param>
    <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="string">Unit</Param>
    <Param name="Dist" dispName="Radius" VarType="float">10</Param>
    <Param name="QV" dispName="Count(Var name)" VarType="string">QV1</Param>
    <Param name="R3" dispName="Clear QV first " varType="bool">false</Param>
    <Param name="Note" dispName="Note" VarType="string">If you set 'clear QV first' as -false- the current value will add to the result so you can count multiple units under same QV.</Param>
    <Command>if (%R3%==false)trQuestVarSet("%QV%", 0);</Command>
    <Command>trQuestVarSet("%QV%", trCountUnitsInArea("%DstObject%",%Player%,"%UnitType%",%Dist%));</Command>
    </Effect>


    4.
       <Effect name="QV Randomize 4 amounts">
    <Param name="QV1" dispName="QV to Record" varType="string">QV1</Param>
    <Param name="MinVal" dispName="Min" varType="float">1</Param>
    <Param name="MaxVal" dispName="Max" varType="float">10</Param>
    <Command>if ((%MaxVal% - %MinVal%) >=3){</Command>
    <Command>trQuestVarSetFromRand("%QV1%"+1+"", %MinVal%, %MaxVal%, true);</Command>
    <Command>while (trQuestVarGet("%QV1%"+1+"") == trQuestVarGet("%QV1%"+2+"") || trQuestVarGet("%QV1%"+2+"") == 0){</Command>
    <Command>trQuestVarSetFromRand("%QV1%"+2+"", %MinVal%, %MaxVal%, true);}</Command>
    <Command>while (trQuestVarGet("%QV1%"+1+"") == trQuestVarGet("%QV1%"+3+"") || trQuestVarGet("%QV1%"+2+"") == trQuestVarGet("%QV1%"+3+"") || trQuestVarGet("%QV1%"+3+"") == 0){</Command>
    <Command>trQuestVarSetFromRand("%QV1%"+3+"", %MinVal%, %MaxVal%, true);}</Command>
    <Command>while (trQuestVarGet("%QV1%"+1+"") == trQuestVarGet("%QV1%"+4+"") || trQuestVarGet("%QV1%"+2+"") == trQuestVarGet("%QV1%"+4+"") || trQuestVarGet("%QV1%"+3+"") == trQuestVarGet("%QV1%"+4+"") || trQuestVarGet("%QV1%"+4+"") == 0){</Command>
    <Command>trQuestVarSetFromRand("%QV1%"+4+"", %MinVal%, %MaxVal%, true);}}</Command>
    <Command>if (3 > (%MaxVal% - %MinVal%)) trChatSend(1, "Range for -QV Randomize 4 amounts- is too small ");</Command>
    </Effect>
    This one adds a Number to your QV Name e.g. "TC"->TC1, TC2, TC3, TC4. these save a Random number like
    TC1 =9
    TC2 =1
    TC3 =5
    TC4 =12

    Edit:

    5.QV Damage Units in QV area by name
    <Effect name="$$23763$$Damage Units in Area">
    <Param name="SrcObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param>
    <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="string">Unit</Param>
    <Param name="Dist" dispName="QV Radius" VarType="string">QV1</Param>
    <Param name="Damage" dispName="QV Damage" varType="string">QV2</Param>
    <Command>trUnitSelectClear();</Command>
    <Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
    <Command>trDamageUnitsInArea(%Player%,"%UnitType%",trQuestVarGet("%Dist%"),trQuestVarGet("Úmage%"));</Command>
    </Effect>

    6.Quest Var xModify. Not completly QV Modify x but a lot comfortabler as Quest Var Modify 2. You can add up to 4 variables to the one variable which safe the amount
    <Effect name="Quest Var xModify">
    <Param name="QVName" dispName="Var Name" VarType="string">QV1</Param>
    <Param name="Oper" dispName="$$22297$$Operator" VarType="string">+</Param>
    <Param name="QVName2" dispName="Var Name 2" VarType="string">QV2</Param>
    <Param name="QVName3" dispName="Var Name 3" VarType="string">QV3</Param>
    <Param name="QVName4" dispName="Var Name 4" VarType="string">QV4</Param>
    <Param name="QVName5" dispName="Var Name 5" VarType="string">I</Param>
    <Param name="Note" dispName="Note" VarType="string">If you need just 3 or 4 Variables you must write -I- in Var Name 5 (and 4)</Param>
    <Command>trQuestVarSet("%QVName%", trQuestVarGet("%QVName%") %Oper% trQuestVarGet("%QVName2%"));</Command>
    <Command>trQuestVarSet("%QVName%", trQuestVarGet("%QVName%") %Oper% trQuestVarGet("%QVName3%"));</Command>
    <Command>if ("%QVName4%" != "I") trQuestVarSet("%QVName%", trQuestVarGet("%QVName%") %Oper% trQuestVarGet("%QVName4%"));</Command>
    <Command>if ("%QVName5%" != "I") trQuestVarSet("%QVName%", trQuestVarGet("%QVName%") %Oper% trQuestVarGet("%QVName5%"));</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

    [This message has been edited by Mister SCP (edited 05-26-2009 @ 01:10 PM).]

    posted 27 May 2009 01:39 PM EDT (US)     399 / 2506  
    Well thankyou for your fast reply Mister SCP. But i seem to find a problem, not with your effects just my file in general i think.

    I copy & pasted the effects into my TypeTest folder & so far they didn't work. So i tried converting the file into XMB with AoMed and it still doesn't work (don't worry i haz a backup lol). Not only am i missing the two new effects, but also the Transport Units in Line & Circle effects (though apologies as i can't remember who made them =/).

    Any suggestions? Sorry to place this in the trigger request (not question) area lol.

    Respectfully
    ~ alexgd92

    --- Darkness Comes... Will you be waiting? ---
    Latest Project: ~ Pinnacle ~ • My Maps: Click Me!
    Current Projects: A Knight's Tale, FORTRESS, The Rising Campaign
    - Age of Darkness, Reign of Darkness Campaign, The Adventures of Sullivan Thayer (Part I)
    Soaring Eagle Studios
    posted 27 May 2009 02:24 PM EDT (US)     400 / 2506  
    the only thing I have mind is that u use false typetest.
    for vanilla use typetest which you find in the folder "trigger" for TT use the typetest from "trigger 2". You neednt convert them with AOMed. IT also accept XML files (i have test them too and neednt convert them).

    Sice you havent a problem with your other triggers I guess you haven't made a copy misstake


    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 05-27-2009 @ 02:26 PM).]

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    Age of Mythology Heaven » Forums » Scenario Design » Have a Trigger Request? Post it here!
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