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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 February 2009 11:57 AM EDT (US)     26 / 2506  
    @Elrich: Iam guessing maybe you could use Modify ProtoUnit and Change name, I mean there already is a tirgger for Spawning.
    posted 03 February 2009 01:19 PM EDT (US)     27 / 2506  
    Talking about army triggers I got army deploy and other army triggers to work for comps online.

    See these triggers:

    http://aom.heavengames.com/downloads/showfile.php?fileid=7765

    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 03 February 2009 01:34 PM EDT (US)     28 / 2506  
    Name: Player change civilisation
    Description: If you are zeus you will be changed to kronos or another god
    I hope this is possible

    /-\ () |\/||-| Rules!
    Respect the Moderators Authority.
    posted 03 February 2009 03:06 PM EDT (US)     29 / 2506  
    possible fo a trigger dump, or export to txt?
    When i said this, i meant in game. So we can export triggers to text files

    e.g.
    Trigger Name: Trigger 1
    Active
    Looped
    Run Immediately
    High Priority

    Condition
    Timer: 5

    Effect
    Kill Unit

    ||||||||||||||||My Videos||||||||||||||||
    Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?

    "It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD
    posted 03 February 2009 03:44 PM EDT (US)     30 / 2506  
    Name: Player change civilisation
    Description: If you are zeus you will be changed to kronos or another god
    I hope this is possible
    i think that's impossible, you can't change major gods. I also tried this with the trigger "Set Tech Status" and it didn't work.
    posted 03 February 2009 04:29 PM EDT (US)     31 / 2506  
    Yep, impossible so far. Same for Roxas.

    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 03 February 2009 04:32 PM EDT (US)     32 / 2506  
    The closest I have got to a change civilisation is making the game enter editor mode and bringing up the player data box. I suppose you could have a use for this where on a singleplayer game you have a trigger bringing it up and you would be allowed to choose your civilisation, god, name and colour, etc. although you would be able to modifiy everyone elses too unless you toggled it off for them.

    I suppose it could be useful for a single player scenario where you had to win by choosing wisely a god or something. E.g. if your wanting to get over a wall then pahaps isis might be a good idea for birds or kronos for shift.

    Otherwise no.
    possible fo a trigger dump, or export to txt?
    When i said this, i meant in game. So we can export triggers to text files

    e.g.
    Trigger Name: Trigger 1
    Active
    Looped
    Run Immediately
    High Priority

    Condition
    Timer: 5

    Effect
    Kill Unit
    Actually the answer is yes.

    When you launch a map in anyway including online, the main menu and the editor you can get a peak at the compiled triggers by going to a location like:

    C:\Users\will\Documents\My Games\Age of Mythology\trigger2\triggertemp.xs

    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 02-03-2009 @ 04:37 PM).]

    posted 03 February 2009 07:35 PM EDT (US)     33 / 2506  
    Name - Conditional Army Units in Area
    Description - A conditional version of Units in Area of army, basically seeing if there are any units near an army instead of a unit or point.

    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 04 February 2009 02:17 AM EDT (US)     34 / 2506  
    So how many trigger request threads have there been?
    posted 04 February 2009 04:03 AM EDT (US)     35 / 2506  
    @ Die_Mortal
    One.

    This is the sequel. .
    -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 February 2009 05:33 AM EDT (US)     36 / 2506  
    and it took an entire one for it to be sticked

    ||||||||||||||||My Videos||||||||||||||||
    Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?

    "It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD
    posted 04 February 2009 06:56 AM EDT (US)     37 / 2506  
    If you export triggers to a file (.trg) you can open them with a hex editor and find some readable info about them. So maybe if someone could make a program that properly converted it...
    Iam guessing maybe you could use Modify ProtoUnit and Change name, I mean there already is a tirgger for Spawning.
    He means we need a trigger to modify, so that it combines both spawning and changing the name. But for that we need to know your preferred method of spawning units. You could use "Unit Create" but that won't work online, or "Army Deploy Proactive" which always works.

    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 04 February 2009 01:02 PM EDT (US)     38 / 2506  
    I have almost found a good way to disable the AI using user controls and set player active. Basically you set the player as the AI you want to disable and then you can set the player back to what he was before.

    This actually disables the AI completely too and it means you can renable it for when you want to or if you need it. However the player acts like he is set defeated except that he can be re-enabled.

    I am going to test it and then post the trigger here if sucessful.
       <Effect name="Disable/Enable AI player range">
    <Param name="p1" dispName="lowest player" varType="player">1</Param>
    <Param name="p2" dispName="highest player" varType="player">4</Param>
    <Param name="Active" dispName="$$20394$$Control:" varType="bool">false</Param>
    <Command>trQuestVarSet("PlayerID", %p1%);</Command>
    <Command>while(%p2%>=trQuestVarGet("PlayerID")) {</Command>
    <Command>for(i = 0; > 1){}</Command>
    <Command>i = trCurrentPlayer();</Command>
    <Command>trPlayerSetActive(trQuestVarGet("PlayerID"));</Command>
    <Command>trSetCurrentPlayerStatus(¬tive%);</Command>
    <Command>trPlayerSetActive(i);</Command>
    <Command>trQuestVarSet("PlayerID", trQuestVarGet("PlayerID")+1);}</Command>
    </Effect>
    It works and here is the code. Not tested online properly but it definately seem to work on LAN.

    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 02-04-2009 @ 02:56 PM).]

    posted 04 February 2009 06:00 PM EDT (US)     39 / 2506  
    posted 06 February 2009 08:57 PM EDT (US)     40 / 2506  
    ^ That's true... it must be a pretty good thread to do that!
    posted 07 February 2009 00:06 AM EDT (US)     41 / 2506  
    I am in desperate need for my trigger to be completed as soon as possible since ESO is back online.

    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 11 February 2009 09:27 AM EDT (US)     42 / 2506  
    Proudly presenting... a quick teaser of the new fan patch UI:

    [PNG, (4.35 MB)]


    Disclaimer: not

    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 02-11-2009 @ 09:28 AM).]

    posted 11 February 2009 09:48 AM EDT (US)     43 / 2506  
    I have to bother to learn the UI commands. I would like the editor button to be on the main menu to save a click between fixing code and testing loops. I also want to update the lighting UI so you can put ANY color possible in for each of the four lightings. I bet I could get a slider for R,G,B or at least 3 text boxes..


    meh no time though..


    and what about Sneaky Squirrel's request?


    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 11 February 2009 10:12 AM EDT (US)     44 / 2506  
    can't you place a button for Editor instead of Single Randoms maybe? :P
    posted 11 February 2009 12:24 PM EDT (US)     45 / 2506  
    map ("F6", "root", "startRandomGame() subModeClear(\"Simulation\") subModeEnter(\"Simulation\", \"Editor\")")
    Nice and easy.

    I don't even use those menu buttons anymore.

    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 11 February 2009 12:41 PM EDT (US)     46 / 2506  
    All i press is: More -> Editor and Multiplayer -> Online.
    posted 11 February 2009 04:38 PM EDT (US)     47 / 2506  
    Mythic_Freak:

    Lol that is funny - I see you have been messing with the colour option. It looks pretty cool though.

    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 11 February 2009 04:46 PM EDT (US)     48 / 2506  
    It's more of a buffer overflow attack on the UI engine with severly messed up results.

    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 13 February 2009 09:19 AM EDT (US)     49 / 2506  
    <Effect name="Damage Units Near Protounit">
    <Param name="Proto" dispName="Proto Unit" VarType="protounit">Anubite</Param>
    <Param name="ProtoPlayer" dispName="Proto Owner" VarType="long">1</Param>
    <Param name="Player" dispName="$$22301$$Player" VarType="long">1</Param>
    <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="string">Unit</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="Damage" dispName="$$23762$$Damage" varType="float">50</Param>
    <Command>for(QID=0;>1) {}</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>QID = kbUnitQueryCreate2("Mythic_DUNP_%Proto%",kbGetProtoUnitID("%Proto%"),-1,-1,%ProtoPlayer%);</Command>
    <Command>for(i=kbUnitQueryNumberResults(QID)-1; >=0) {</Command>
    <Command>trUnitSelectClear();</Command>
    <Command> trUnitSelectByID(kbUnitQueryGetResult(QID, i));</Command>
    <Command>trDamageUnitsInArea(%Player%,"%UnitType%",%Dist%,%Damage%);</Command>
    <Command>}</Command>
    </Effect>
    That's 1... Trigger Loader required.
    Conditional Army Units in Area
    I don't seem to have the Army Units in Area condition anywhere in my files... If you (or anyone) could post the code I'll quickly convert it to a condition.

    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 02-13-2009 @ 09:42 AM).]

    posted 13 February 2009 09:48 AM EDT (US)     50 / 2506  
    @Azur
    <Effect name="Move From Area To Unit Improved">
    <Param name="RefObject" dispName="Center Unit" varType="unit">default</Param>
    <Param name="UnitType" dispName="Type" varType="string">Unit</Param>
    <Param name="PlayerID" dispName="Player" varType="long">0</Param>
    <Param name="Radius" dispName="Radius" VarType="float">10</Param>
    <Param name="Object" dispName="Target Unit" VarType="unit">default</Param>
    <Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
    <Command>for(oldPlayer=xsGetContextPlayer();>12) {}</Command>
    <Command>xsSetContextPlayer(trGetUnitOwner("%Object%"));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trUnitSelectClear();</Command>
    <Command loop="" loopParm="RefObject">trUnitSelect("%RefObject%");</Command>
    <Command>for(locX=0;>1) {} locX = xsVectorGetX(kbUnitGetPosition(kbGetBlockID("%Object%")));</Command>
    <Command>for(locZ=0;>1) {} locZ = xsVectorGetZ(kbUnitGetPosition(kbGetBlockID("%Object%")));</Command>
    <Command>trUnitMoveFromArea(locX, -1, locZ, -1, %AttackMove%, %PlayerID%, "%UnitType%", %Radius%);</Command>
    <Command>xsSetContextPlayer(oldPlayer);</Command>
    </Effect>
    Trigger Loader required.

    The maker of this confused object names with object IDs. Still, because of the way unit move from area works it won't function properly for over 30 units. In that case you probably want to loop this trigger so that the next part will follow as soon as the first units left the radius.


    @Phalanxkiller: Not possible, unless you want to provide a list of possible names to the trigger. In that case I might work something out.

    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 02-13-2009 @ 09:58 AM).]

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