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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 22 July 2009 02:31 AM EDT (US)     526 / 2506  
    Yes arch you are definately a legend. Very talented.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 22 July 2009 03:17 AM EDT (US)     527 / 2506  
    My awesomeness is only a myth
    So modest, your pretty town entry shoulda won btw. The Vandhaals one was a bit over the top for my liking.

    The lord of all living beings, holder of the Ilúvatar
    ~My Heavens~
    AoMH
    SpH
    DoFH
    Also, I am here.
    posted 22 July 2009 06:59 AM EDT (US)     528 / 2506  
    "Living on the Edge" is ILB's, not mine. Thanks, though I appreciate the warm welcome-back. Now let's get back on topic and request some triggers! Or, more appropriately, request some conditions and effects... gmrlblmmm.

    EDIT: Ooh I was looking in the eyecandy thread and only found ILB's. But I now see you probably meant this one: http://aom.heavengames.com/gallery/album22/aae. I had forgotten about it. Thanks!

    [This message has been edited by Archaeopterix (edited 07-22-2009 @ 07:04 AM).]

    posted 22 July 2009 09:52 AM EDT (US)     529 / 2506  
    Yes, Archaeopterix. I realized now I had the right picture but called it after the theme (duh!) as opposed to the actual name of your shot listed below the gallery:

    Theme: Living on the edge

    2nd Place - Edge of Earth by Archaeopterix


    and now I can die happy knowing that you know that I think your shot is still my favorite of all time (and I've seen quite a many CSC shots, believe me!). First AOMH CSC round BY THE WAY...

    *asks for autograph*


    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

    [This message has been edited by Elrich (edited 07-22-2009 @ 09:53 AM).]

    posted 22 July 2009 11:36 AM EDT (US)     530 / 2506  
    I could really use:
    Units in area of army.(any unit of a specific player)
    Damage units in area of army(any unit of a specific player)
    I'm setting up a trap power.
    AG with armies. I do remember asking back in the day.I do have ag with qv but not armies haha.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 22 July 2009 02:03 PM EDT (US)     531 / 2506  
    Oh, and about a trigger like unit kills unit? is this possible?

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    posted 22 July 2009 06:13 PM EDT (US)     532 / 2506  
    AG with armies. I do remember asking back in the day.I do have ag with qv but not armies haha
    I remember making them for you

    I'll post them again this evening.
    posted 22 July 2009 06:26 PM EDT (US)     533 / 2506  
    Oh great! Shrink and I were in need of AG Army effects ourselves, and we were about to script them
    posted 22 July 2009 09:26 PM EDT (US)     534 / 2506  
    Is it possible to make a trigger that unlocks teams?

    <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
    posted 22 July 2009 10:11 PM EDT (US)     535 / 2506  
    The thing is I remember posting them, and you came out of nowhere and commented on it, then disappeared again

    Here goes:

    <Effect name = "AG Army Update Start">
    <Param name="ArmyS" dispName="Moving Army" vartype="group">0,0</Param>
    <Command>trQuestVarSet("blablabluee", xsGetContextPlayer());</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("ownagX",xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("ownagY",xsVectorGetY(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("ownagZ",xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(trQuestVarGet("blablabluee"));</Command>
    <Command>trQuestVarSet("agX",0.0);</Command>
    <Command>trQuestVarSet("agY",0.0);</Command>
    <Command>trQuestVarSet("agZ",0.0);</Command>
    <Command>trQuestVarSet("agW",0.0);</Command>
    </Effect>

    <Effect name = "AG Army Update AddObject">
    <Param name="ArmyS" dispName="Army" vartype="group">0,0</Param>
    <Param name="Weight" dispName="Attraction weight" varType="float">-1.0</Param>
    <Param name="QV" dispName="Object x"string">QV1</Param>
    <Param name="DistanceBool" dispName="Enable max range" varType="bool">true</Param>
    <Param name="Dist" dispName="Max range" varType="float">15.0</Param>
    <Command>trUnitSelectClear();</Command>
    <Command>trArmySelect("%ArmyS%");</Command>
    <Command>trQuestVarSet("agdistance",trUnitDistanceToPoint(trQuestVarGet("ownagX"),trQuestVarGet("ownagY"),trQuestVarGet("ownagZ"))+1);</Command>
    <Command>trQuestVarSet("aghelperqvdist",0);</Command>
    <Command>if(trQuestVarGet("%QV%")==1){</Command>
    <Command>if(%DistanceBool%){</Command>
    <Command>if(%Dist%>trQuestVarGet("agdistance")) trQuestVarSet("aghelperqvdist",1);</Command>
    <Command>}</Command>
    <Command>else</Command>
    <Command>{</Command>
    <Command>trQuestVarSet("aghelperqvdist",1);</Command>
    <Command>}</Command>
    <Command>if(trQuestVarGet("aghelperqvdist")==1){</Command>
    <Command>trQuestVarSet("blablablue", xsGetContextPlayer());</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("objectagX",xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("objectagY",xsVectorGetY(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
    <Command>kbLookAtAllUnitsOnMap();</Command>
    <Command>trQuestVarSet("objectagZ",xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))));</Command>
    <Command>xsSetContextPlayer(trQuestVarGet("blablablue"));</Command>
    <Command>trQuestVarSet("agrealweight",%Weight%/trQuestVarGet("agdistance"));</Command>
    <Command>trQuestVarSet("agX",trQuestVarGet("agW")*trQuestVarGet("agX") + trQuestVarGet("agrealweight")*((trQuestVarGet("objectagX")-trQuestVarGet("ownagX"))/trQuestVarGet("agdistance")));</Command>
    <Command>trQuestVarSet("agY",trQuestVarGet("agW")*trQuestVarGet("agY") + trQuestVarGet("agrealweight")*((trQuestVarGet("objectagY")-trQuestVarGet("ownagY"))/trQuestVarGet("agdistance")));</Command>
    <Command>trQuestVarSet("agZ",trQuestVarGet("agW")*trQuestVarGet("agZ") + trQuestVarGet("agrealweight")*((trQuestVarGet("objectagZ")-trQuestVarGet("ownagZ"))/trQuestVarGet("agdistance")));</Command>
    <Command>if(0.0>trQuestVarGet("agrealweight")) trQuestVarSet("agrealweight",trQuestVarGet("agrealweight")*-1);</Command>
    <Command>trQuestVarSet("agW",trQuestVarGet("agW") + trQuestVarGet("agrealweight"));</Command>
    <Command>trQuestVarSet("sqrtvalue",trQuestVarGet("agX")*trQuestVarGet("agX")+trQuestVarGet("agY")*trQuestVarGet("agY"));</Command>
    <Command>trQuestVarSet("sqrtapprox",5);</Command>
    <Command>trQuestVarSet("sqrthelper",0);</Command>
    <Command>while(trQuestVarGet("sqrthelper")==0){</Command>
    <Command>trQuestVarSet("sqrtapprox",(trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox")+trQuestVarGet("sqrtapprox"))/2);</Command>
    <Command>if((trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox"))>trQuestVarGet("sqrtapprox")-0.1){</Command>
    <Command>if(trQuestVarGet("sqrtapprox")+0.1>(trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox"))){</Command>
    <Command>trQuestVarSet("sqrthelper",1);</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>trQuestVarSet("agdisthelp",trQuestVarGet("sqrtapprox"));</Command>
    <Command>trQuestVarSet("sqrtvalue",trQuestVarGet("agdisthelp")*trQuestVarGet("agdisthelp")+trQuestVarGet("agZ")*trQuestVarGet("agZ"));</Command>
    <Command>trQuestVarSet("sqrtapprox",5);</Command>
    <Command>trQuestVarSet("sqrthelper",0);</Command>
    <Command>while(trQuestVarGet("sqrthelper")==0){</Command>
    <Command>trQuestVarSet("sqrtapprox",(trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox")+trQuestVarGet("sqrtapprox"))/2);</Command>
    <Command>if((trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox"))>trQuestVarGet("sqrtapprox")-0.1){</Command>
    <Command>if(trQuestVarGet("sqrtapprox")+0.1>(trQuestVarGet("sqrtvalue")/trQuestVarGet("sqrtapprox"))){</Command>
    <Command>trQuestVarSet("sqrthelper",1);</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>}</Command>
    <Command>trQuestVarSet("agdist",trQuestVarGet("sqrtapprox"));</Command>
    <Command>trQuestVarSet("agX",trQuestVarGet("agX")/trQuestVarGet("agdist"));</Command>
    <Command>trQuestVarSet("agY",trQuestVarGet("agY")/trQuestVarGet("agdist"));</Command>
    <Command>trQuestVarSet("agZ",trQuestVarGet("agZ")/trQuestVarGet("agdist"));</Command>
    <Command>}</Command>
    <Command>}</Command>
    </Effect>

    <Effect name = "AG Army Move">
    <Param name="ArmyS" dispName="Moving Army" varType="group">0,0</Param>
    <Param name="Incr" dispName="Initial Move Distance" varType="float">10.0</Param>
    <Param name="Treshold" dispName="Treshold" varType="float">0.1</Param>
    <Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
    <Command>trUnitSelectClear();</Command>
    <Command>trArmySelect("%ArmyS%");</Command>
    <Command>if(trQuestVarGet("agW")>%Treshold%){</Command>
    <Command>trQuestVarSet("agGX",trQuestVarGet("ownagX")+%Incr%*trQuestVarGet("agX"));</Command>
    <Command>trQuestVarSet("agGY",trQuestVarGet("ownagY")+%Incr%*trQuestVarGet("agY"));</Command>
    <Command>trQuestVarSet("agGZ",trQuestVarGet("ownagZ")+%Incr%*trQuestVarGet("agZ"));</Command>
    <Command>trArmySelect("%ArmyS%");</Command>
    <Command>trUnitMoveToPoint(trQuestVarGet("agGX"), trQuestVarGet("agGY"), trQuestVarGet("agGZ"), -1, %AttackMove%);</Command>
    <Command>}</Command>
    </Effect>


    Those should work.
    Units in area of army.(any unit of a specific player)
    Damage units in area of army(any unit of a specific player)
    You just want the center unit to be an army instead of a unit, right?
    posted 23 July 2009 05:26 PM EDT (US)     536 / 2506  
    <Effect name="Convert in Area Awesome">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">0</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Command>for(Qid=0;>1){} for(Aid=0;>1){}</Command>
    <Command>for(Pid=xsVectorGetX(vector(%army%,0));>Pid+1){} for(Aid=xsVectorGetY(vector(%army%,0));>Aid+1){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, true);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>
    <Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
    <Command>xsSetContextPlayer(Pid);</Command>
    <Command>kbArmyAddUnit(Aid,kbUnitQueryGetResult(Qid,i));</Command>
    <Command>xsSetContextPlayer(%PlayerID%);}</Command>
    <Command>trArmySelect("%SrcArmy%");</Command>
    <Command>trUnitConvert(%PlayerID%);</Command>
    </Effect>
    How's this?

    Ăžųŗ§ƒ¡ŗë
    --------------------
    Scenario Scriptor for Reverie World Studios
    -Forums-

    [This message has been edited by Azur (edited 07-23-2009 @ 05:53 PM).]

    posted 23 July 2009 05:53 PM EDT (US)     537 / 2506  
    It looks like you can only use one of those effects per trigger. I don't know if there is anything wrong, that coding is really confusing.

    Here's something similar that I already have

    <Effect name="Change and Convert Units in Area">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="PlayerID" dispName="$$22444$$From Player" VarType="long">1</Param>
    <Param name="PlayerID2" dispName="$$22444$$To Player" VarType="long">0</Param>
    <Param name="ProtoName" dispName="$$22434$$FromProtoName" varType="protounit">Villager</Param>
    <Param name="ProtoUnit" dispName="$$22449$$ToProtoUnit" varType="protounit">Villager</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Command>for(Qid=0;>1){}</Command>
    <Command>for(oldPlayer=xsGetContextPlayer();>99){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, false);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>
    <Command>trUnitSelectClear();</Command>
    <Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
    <Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));}</Command>
    <Command>trUnitConvert(%PlayerID2%);</Command>
    <Command>trUnitChangeProtoUnit("%ProtoUnit%");</Command>
    <Command>xsSetContextPlayer(oldPlayer);</Command>
    </Effect>


    edit: yeah or that one looks fine too, considering it was based off the same trigger as this one

    actually no, that won't work because you don't have a %srcarmy%

    [This message has been edited by HailToTheOboe (edited 07-23-2009 @ 05:56 PM).]

    posted 23 July 2009 05:55 PM EDT (US)     538 / 2506  
    Okay, nice!
    actually no, that won't work because you don't have a %srcarmy%
    Oh yea, I had at first had a param for the army, but then changed it to having a default army, and obviously hadn't checked the whole way through to change it

    Ăžųŗ§ƒ¡ŗë
    --------------------
    Scenario Scriptor for Reverie World Studios
    -Forums-

    [This message has been edited by Azur (edited 07-23-2009 @ 06:09 PM).]

    posted 23 July 2009 05:57 PM EDT (US)     539 / 2506  
    You could go back to the one you had a few posts up and change this:
    <Command>kbArmyAddUnit(Aid,kbUnitQueryGetResult(Qid,i));</Command>

    Into

    <Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
    <Command>trUnitConvert(%PlayerID%);</Command>
    and it should work
    posted 23 July 2009 05:59 PM EDT (US)     540 / 2506  
    You just want the center unit to be an army instead of a unit, right?
    Yes! Perfect Thanks for posting the AG triggers again as well Oboe.Perfect day to be inside tho heh Oboe. So rainy and cold.:S

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 23 July 2009 06:12 PM EDT (US)     541 / 2506  
    <Effect name="Convert in Area Awesome">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">None</Param>
    <Param name="PlayerID" dispName="$$22444$$Player" VarType="player">0</Param>
    <Command>for(Qid=0;>1){} for(Aid=0;>1){}</Command>
    <Command>for(Pid=xsVectorGetX(vector(army %PlayerID%, 0));>Pid+1){} for(Aid=xsVectorGetY(vector(army %PlayerID%, 0));>Aid+1){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, true);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>
    <Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
    <Command>xsSetContextPlayer(Pid);</Command>
    <Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
    <Command>trUnitConvert(%PlayerID%);</Command>
    <Command>xsSetContextPlayer(%PlayerID%);}</Command>
    <Command>trArmySelect("army %PlayerID%, 0");</Command>
    <Command>trUnitConvert(%PlayerID%);</Command>
    </Effect>
    How's this then?

    Ăžųŗ§ƒ¡ŗë
    --------------------
    Scenario Scriptor for Reverie World Studios
    -Forums-

    [This message has been edited by Azur (edited 07-23-2009 @ 06:27 PM).]

    posted 23 July 2009 06:57 PM EDT (US)     542 / 2506  
    <Effect name="Convert in Area Awesome">
    <Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">None</Param>
    <Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">0</Param>
    <Param name="PlayerID2" dispName="To Player" varType="player">0</Param>
    <Command>for(Qid=0;>1){} for(Aid=0;>1){}</Command>
    <Command>for(Pid=xsVectorGetX(vector(army %PlayerID%, 0));>Pid+1){} for(Aid=xsVectorGetY(vector(army %PlayerID%, 0));>Aid+1){}</Command>
    <Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
    <Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
    <Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
    <Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
    <Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
    <Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
    <Command>kbUnitQuerySetAscendingSort(Qid, true);</Command>
    <Command>kbUnitQuerySetState(Qid,2);</Command>
    <Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
    <Command>xsSetContextPlayer(Pid);</Command>
    <Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
    <Command>trUnitConvert(%PlayerID2%);</Command>
    <Command>xsSetContextPlayer(%PlayerID%);}</Command>
    </Effect>


    I think that'll do the job.
    Yes! Perfect Thanks for posting the AG triggers again as well Oboe.Perfect day to be inside tho heh Oboe. So rainy and cold.:S
    Yeah... I was going to go to an outdoor concert, but I think I'll stay home and work on those triggers instead.
    posted 23 July 2009 07:54 PM EDT (US)     543 / 2506  
    Any idea what I can do to not get this error in TriggersToOne?



    Ăžųŗ§ƒ¡ŗë
    --------------------
    Scenario Scriptor for Reverie World Studios
    -Forums-
    posted 23 July 2009 09:00 PM EDT (US)     544 / 2506  
       <Effect name="Damage Units in Area (army)">
    <Param name="SrcObject" dispName="Center Army" VarType="group">0,0</Param>
    <Param name="Player" dispName="$$22301$$Player" VarType="player">0</Param>
    <Param name="UnitType" dispName="$$22302$$Unit Type" VarType="string">Unit</Param>
    <Param name="Dist" dispName="$$22303$$Radius" VarType="float">10</Param>
    <Param name="zDamage" dispName="$$23762$$Damage" varType="float">50</Param>
    <Command>trArmySelect("%SrcObject%");</Command>
    <Command>trDamageUnitsInArea(%Player%,"%UnitType%",%Dist%,%zDamage%);</Command>
    </Effect>


    That one was easy, but I can't test it because damage in area is a Titans command. I can't see anything that could've gone wrong, though.

    The other one (units in area) is fighting back. My unit queries are all returning zero .

    [This message has been edited by HailToTheOboe (edited 07-23-2009 @ 11:38 PM).]

    posted 23 July 2009 11:16 PM EDT (US)     545 / 2506  
    Thanks Oboe this one will be a very useful tool.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 23 July 2009 11:32 PM EDT (US)     546 / 2506  
    Beware, SOV, Hail's code got modified by the BBS software. The %Da got turned into: Ú


    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 23 July 2009 11:37 PM EDT (US)     547 / 2506  
    ffs

    nice catch Elrich I'll fix it.

    %Da
    handy trick, at least it looks right, but if you copy from the source to get the line breaks it'll still break

    [This message has been edited by HailToTheOboe (edited 07-23-2009 @ 11:39 PM).]

    posted 24 July 2009 00:06 AM EDT (US)     548 / 2506  
    No luck on the other one? The two work hand in hand
    I do have one last request. It has to do with Angryzors music triggers. Instead of doing choice dialogue I wish to use the blank sound trick. (It plays a second long sound and from that fires the next custom music and disables aoms soundtrack)This allows for an automatic detection for both people with custom music and without. I wish to incorporate this sound trick into angryzors music triggers and remove the need for choice dialogue. Is this possible?Will it sync on eso?

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 25 July 2009 01:55 PM EDT (US)     549 / 2506  
    Sword, do you want it to be all unit types, or protounit?

    I don't know about the sound thing; firing events using sounds or camera tracks is usually problematic on ESO.
    posted 25 July 2009 02:40 PM EDT (US)     550 / 2506  
    Sword, do you want it to be all unit types
    Yes sir, all unit types.

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