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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 13 June 2009 07:58 AM EDT (US)     451 / 2506  
    @naked: make a list of the effect/conditions you are trying to use because what will have to be done is change the player id control from that drop down list to a hand entered field where you can enter '11' or '12' if you want, but we need to know what effects/condtions we need to rewrite for you. I know this has been done somewhere before for a few effects, but just give us a list.


    In all your science of the mind, seeking blind through flesh and bone
    Find the blood inside this stone
    Well, I know I've never shown what I feel, I've always known
    I plan my vengeance on my own - and I was always alone
    posted 13 June 2009 10:36 AM EDT (US)     452 / 2506  
    Could I get a request for these two triggers please?


    1. This is a condition. A condition for if a unit or unit type or unit in area worked on another unit. (Like condition for if a medusa used special attack or shot arrow at my hoplite, (worked on my hoplite) then something would happen.
    2. Effect for convert units in area.

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
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    posted 13 June 2009 11:34 AM EDT (US)     453 / 2506  
    convert units in area come with pftq's trigpack


    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 13 June 2009 12:05 PM EDT (US)     454 / 2506  
    Ok thats nice Elrich, anyway there are quite alot of triggers in this map but mostly i need the p11 and p12 for modify protounit, ill list the rest

    cool btw that theres a trigger request thread
    posted 13 June 2009 05:05 PM EDT (US)     455 / 2506  
    I think I won't need QV count units in area. But this one will certainly be very useful. It would be nice if a triggerer made this :P .

    Name - QV Grant random resources per stat
    Description -
    It would work similarly as qv grant resources per stat, just with another paragraph.Paragraphs:

    Paragraphs
    Stat type:
    Player:
    Player to give resource to:
    QV:

    2 examples:

    1.
    RPG, you are killing units. It's based on your kills to level up.

    Stat type: Enemy Units Killed
    Player: 1
    Player to give resource to: 1
    QV: someQV

    2.
    RPG, you are also killing units, as player 1. You are killing player 2's units and you get random resources based on enemy units lost cost.

    Stat type: Units Lost Cost
    Player: 2
    Player to give resource to: 1
    QV: someQV


    Oh and I need this because I want to make a very basic inventory system. One where when you kill a unit you get some basic resources (amount would depend on the "level" of the unit): gold/food/wood.

    ____________
    +|||AuroraP|||+
    A Proud Member Of
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    <==========]==0

    [This message has been edited by AuroraP (edited 06-13-2009 @ 05:06 PM).]

    posted 14 June 2009 03:44 AM EDT (US)     456 / 2506  
    Ok thought it over and realized that most of the other triggers will work alright without p11 and p12 but what i need is:

    Modify ProtoUnit which includes p11 and p12

    Invoke GP which includes p11 and p12
    posted 14 June 2009 07:55 AM EDT (US)     457 / 2506  
    I have a trigger request that's probably impossible to make but it's worth a try.
    Name: Change Spotlight
    Type: Effect
    What it does: Replaces the spolight image in the objectives banner.
    Layout:New image:_________typing in the new image.
    Thanks!
    posted 14 June 2009 03:11 PM EDT (US)     458 / 2506  
    hey guys, ive seen a trigger in a scen by Ambition Designs, it contained a trigger that made the camra follow a unit. Anyone know where i can get a hold of such a trigger?
    posted 14 June 2009 03:37 PM EDT (US)     459 / 2506  
     <Effect name="$$22483$$Invoke God Power">
    <Param name="PlayerID" dispName="$$22301$$Player" varType="string">1</Param>
    <Param name="PowerName" dispName="$$22451$$Power" varType="godpower">default</Param>
    <Param name="DstPoint1" dispName="$$22410$$X" varType="area">0,0,0</Param>
    <Param name="DstPoint2" dispName="$$22410$$X" varType="area">0,0,0</Param>
    <Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default</Param>
    <Command>trUnitSelectClear();</Command>
    <Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
    <Command>trTechInvokeGodPower(%PlayerID%, "%PowerName%", vector(%DstPoint1%), vector(%DstPoint2%));</Command>
    </Effect>

    <Effect name="$$23942$$Modify Protounit">
    <Param name="ProtoUnit" dispName="$$22449$$ProtoUnit" varType="protounit">Villager</Param>
    <Param name="PlayerID" dispName="$$22301$$Player" VarType="string">1</Param>
    <Param name="Field" dispName="$$23943$$Field" varType="pufield">0</Param>
    <Param name="Delta" dispName="$$23944$$Delta" varType="float">1.0</Param>
    <Command>trModifyProtounit("%ProtoUnit%", %PlayerID%, %Field%, Þlta%);</Command>
    </Effect>
    @AuroraP Can you please post the trigger on which your system base. And what want you randomize? -Amount ?-Resource?


    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 06-14-2009 @ 04:04 PM).]

    posted 14 June 2009 08:03 PM EDT (US)     460 / 2506  
    Could anyone make this trigger? There is a unit work effect already so I think this can be done.

    Name: Unit Worked
    Type: Condition
    Effect: If a specific unit I select already works on anything, like if a medusa shoots an arrow at something, then it will start an effect.

    Also: could I get some different versions for this, like a condition for if a specific unit I select is worked on (attacked or something)

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    posted 15 June 2009 01:25 PM EDT (US)     461 / 2506  
    Stat type: Units Lost Cost
    Player: 1
    Player to give resource to: example player 2
    Amount: Quest Variable

    So the Stat type is defined. Players are defined, the amount is defined by quest variables, and the resource type is randomised.

    I'm not sure what you mean by the triggers on which my system bases.
    Maybe QV Set, QV Modify, Stat Value/QV Stat Value, Grant Resources?

    EDIT: Actually I don't even need the QV. I just need
    Grant random resources per stat.

    Paragraphs:

    GRAND RANDOM RESOURCES PER STAT
    Stat type: Units Lost Cost
    Player: 2
    Player to give resource to: 1
    Amount: 1

    Then maybe the system would be: Stat Value (or QV Stat Value), Grant Random Resources.

    ____________
    +|||AuroraP|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0

    [This message has been edited by AuroraP (edited 06-15-2009 @ 01:30 PM).]

    posted 15 June 2009 09:46 PM EDT (US)     462 / 2506  
     Name: Modify Upgrade Cost.
    Description: Change the cost of a upgrade.
    Example:
    Upgrade: Boiling Oil
    Feild: Food
    Delta: -50

    Am not sure that this is possible, but it would be very useful...

    Also for the Field... It would be nice to only have it as...
    Food, Wood, Gold, Favor, and something to change how long it takes for it to upgrade... and have it go from instantly... to not ever upgrading... it just sis there doing nothing...

    [This message has been edited by VeX_Sino (edited 06-15-2009 @ 10:22 PM).]

    posted 19 June 2009 03:24 PM EDT (US)     463 / 2506  
    Name: Convert units in area to random player

    I think this will just be combining some other triggers, firstly I want a box where you can type in the unit type or just leave it as Unit, then a centre unit and radius, then two boxs for the highest and lowest player number, and a button for all of them. So it would look something like this in it's default mode:

    Unit type: Unit
    Centre Unit Show
    Radius: 10
    Lowest player: Player 0
    Highest player: Player 10
    All players: OFF

    If you can do I would appreciate it alot. It would also be useful if you could add the option to change unit, and to change to a random unit, but this bit is not essential. I know there is already a convert to random player effect, so this shouldn't be too hard. Also I want it to convert each unit to a different player, not all to the same player. Thanks in advance!

    [This message has been edited by Zorx (edited 06-19-2009 @ 04:12 PM).]

    posted 19 June 2009 10:32 PM EDT (US)     464 / 2506  
    hey guys, ive seen a trigger in a scen by Ambition Designs, it contained a trigger that made the camra follow a unit. Anyone know where i can get a hold of such a trigger?
    That's not that rare. It uses camera cut protounit.

    Ok so 2 trigger idea.
    Army deploy in line. Deploys an army in a line from one unit to another.

    Is there a way to army deploy in front of a unit. (where the units facing.)

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
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    <==========]==0
    posted 19 June 2009 10:52 PM EDT (US)     465 / 2506  
    Army deploy in line.
    Couldn't you just use a couple of army deploy triggers to do this (in conjunction with terrain grid)?

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

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    posted 19 June 2009 11:14 PM EDT (US)     466 / 2506  
    Ok so 2 trigger idea.
    Army deploy in line. Deploys an army in a line from one unit to another.
    Do you want to be able to select the spacing as a parameter, or the number of units?
    Is there a way to army deploy in front of a unit. (where the units facing.)
    There is a trUnitGetHeading function so you can find out where a unit is facing, but I think there is something quirky about it (maybe sometimes 180 degrees off?).

    I'll give these a shot.
    posted 20 June 2009 04:58 PM EDT (US)     467 / 2506  
    Name - GROUP select 2
    Description - Same as the normal GROUP select, but with another parameter. You know the option that the effect
    "select unit type" has, "Block select sound" . All I need is for that option to be applied to GROUP select.

    So basically the params would be:

    GROUP select 2

    Gruppe 1-9:
    Block select sound: ON/OFF

    ____________
    +|||AuroraP|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0

    [This message has been edited by AuroraP (edited 06-20-2009 @ 04:59 PM).]

    posted 20 June 2009 05:35 PM EDT (US)     468 / 2506  
    <Effect name="GROUP Select mute">
    <Param name="ScenName" dispName="Group 1-9" varType="string">1</Param>
    <Param name="mute" dispName="Block Sounds" varType="bool">true</Param>
    <Command>if(%mute%){</Command>
    <Command>trBlockAllSounds(true);</Command>
    <Command>}</Command>
    <Command>uiAddSelectNumberGroup(%ScenName%);</Command>
    <Command>if(%mute%){</Command>
    <Command>trUnblockAllSounds();</Command>
    <Command>}</Command>
    </Effect>
    How's that?
    posted 20 June 2009 06:57 PM EDT (US)     469 / 2506  
    Works great, thanks
    Still I have another problem, I thought it would mute the other sound too, but nvm that. It did what i thought it would do and it's mutch the sound is mutch less annyoing now. Thanks Oboe.

    edit: also would there be a way to block a specified sound at all times?

    ____________
    +|||AuroraP|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0

    [This message has been edited by AuroraP (edited 06-21-2009 @ 04:05 AM).]

    posted 21 June 2009 12:48 PM EDT (US)     470 / 2506  
    Could anyone make this trigger? There is a unit work effect already so I think this can be done.

    Name: Unit Worked
    Type: Condition
    Description: If a specific unit I select already works on anything, like if a medusa shoots an arrow at something, then it will start an effect.

    Also: could I get some different versions for this, like a condition for if a specific unit I select is worked on (attacked or something)

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    posted 21 June 2009 10:57 PM EDT (US)     471 / 2506  
    I need these two triggers for my Map, I'll be happy if someone can make it for me. the second one maybe a hard one.



    EFFECT

    Army STOP
    Description The Unit(Army) will be commanded to stop doing everything. the same as STOP command.

    Damage Unit(Class) around army
    Description The Units surrounding the Army will be damaged according to their class. (e.g. Infantry, Archer, Hero, MythUnit)

    EDIT:
    CONDITION

    Army is Attacking(Melee)
    Description Whenever the army attacks, it will trigger the effects.



    sorry for my bad english.

    BARTHOLOMEUS
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    [This message has been edited by Bartholomeus (edited 06-21-2009 @ 11:17 PM).]

    posted 22 June 2009 01:18 AM EDT (US)     472 / 2506  
    dammage class already exists - it is the standard dammage trigger. Classes do infact work. I did recently post a list of classes usedin triggers. I might be able to dig it out again if I can find it.

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    posted 22 June 2009 04:15 PM EDT (US)     473 / 2506  
    Nottuds transform trigger has been very helpful to me, but it sometimes has problems as it transforms all units. Could I get versions of that transform trigger please?

    1. Transform all units on map of a specific player, - the same except I can decide whos players units are transformed.

    2. Transform unit, - I can select a specific unit(s) and decide the proto unit that the unit(s) are transformed to.

    Final notes, these are both effects.

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    posted 22 June 2009 05:23 PM EDT (US)     474 / 2506  
    Not possible WinstonShnozwick, the Transform Trigger is a special case. This is the closest nottud has gotten to it, click here.

    I have no clue how possible your 'Unit Worked' condition is, but you might be better off asking for a 'Unit Using Animation' condition, which I know is possible. That and a Units in Area would get the same result, except it wouldn't be able to discriminate between the units. If I knew how to make triggers I'd make one. But I don't. I don't know if invent00r or Mythic_Freak are around often anymore, but nottud could probably do something with kbUnitGetActionType.

    ☭ Long live the Turk ☭
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    posted 22 June 2009 06:15 PM EDT (US)     475 / 2506  
    Kind of like this?
    I believe I've posted this one 4-5 times before, but here it is again.
    Maybe it'll suit your needs.
    <Condition name="Unit Action">  
    <Param name="PlayerID" dispName="$$22301$$Player" varType="string">0</Param>
    <Param name="SrcObject" dispName="Unit" VarType="unit">default</Param>
    <Param name="zActionID" dispName="Action ID" VarType="long">9</Param>
    <Command>trUnitSelectClear();</Command>
    <Command>for(id=0;>1){} id = kbGetBlockID("%SrcObject%"); </Command>
    <Command>xsSetContextPlayer(%PlayerID%);</Command>
    <Expression>kbUnitGetActionType(id) == %zActionID%</Expression>
    </Condition>
    Action ID comes from this list:

    const int cActionBored=0;
    const int cActionBuild=1;
    const int cActionConvert=2;
    const int cActionDeath=3;
    const int cActionDecay=4;
    const int cActionGather=5;
    const int cActionHandAttack=6;
    const int cActionHeal=7;
    const int cActionHunting=8;
    const int cActionIdle=9;
    const int cActionMove=10;
    const int cActionMoveByGroup=11;
    const int cActionRangedAttack=12;
    const int cActionRepair=13;
    const int cActionResearch=14;
    const int cActionTrain=15;
    const int cActionOverrideAnimation=16;
    const int cActionWork=17;
    const int cActionAttack=18;
    const int cActionUnused0=19;
    const int cActionWander=20;
    const int cActionEnter=21;
    const int cActionAutoConvert=22;
    const int cActionBirth=23;
    const int cActionAreaAttack=24;
    const int cActionFreeze=25;
    const int cActionDormant=26;
    const int cActionGatherPoint=27;
    const int cActionMoveAttack=28;
    const int cActionThrown=29;
    const int cActionLightning=30;
    const int cActionLight=31;
    const int cActionJumpAttack=32;
    const int cActionUnused1=33;
    const int cActionMeteor=34;
    const int cActionAttach=35;
    const int cActionGuide=36;
    const int cActionJumpMove=37;
    const int cActionPickup=38;
    const int cActionDiveBomb=39;
    const int cActionUnused2=40;
    const int cActionRegenerate=41;
    const int cActionUse=42;
    const int cActionEmpower=43;
    const int cActionAutoGather=44;
    const int cActionThrow=45;
    const int cActionGore=46;
    const int cActionDropoff=47;
    const int cActionWhirlwindAttack=48;
    const int cActionChargedRangedAttack=49;
    const int cActionEject=50;
    const int cActionFreezeAttack=51;
    const int cActionConvertAttack=52;
    const int cActionTrade=53;
    const int cActionGuard=54;
    const int cActionAutoMover=55;
    const int cActionGetOnMover=56;
    const int cActionSwallow=57;
    const int cActionGate=58;
    const int cActionLightningAttack=59;
    const int cActionExplore=60;
    const int cActionEat=61;
    const int cActionBoost=62;
    const int cActionCorpseDecay=63;
    const int cActionTeleport=64;
    const int cActionBuckAttack=65;
    const int cActionTownBell=66;
    const int cActionHeroDeath=67;
    const int cActionUnbuild=68;
    const int cActionAutoLOS=69;
    « Previous Page  1 ··· 10 ··· 17 18 19 20 21 ··· 30 ··· 40 ··· 50 ··· 60 ··· 70 ··· 80 ··· 90 ··· 100 ··· 101  Next Page »
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