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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 29 July 2009 10:56 AM EDT (US)     576 / 2506  
    Name- Set Movement Type
    Description- Changes a unit's movement type, to one of Water, Land, or Air.

    This trigger was announced here in 2004 but as far as I can tell, never actually released. Is it possible?

    posted 29 July 2009 12:38 PM EDT (US)     577 / 2506  
    I would say no to that. Although it would be awesome.Nottud did change water and terrain passability though.

    ____________
    +|||SwordOfValor|||+
    A Proud Member Of
    0==[==========>
    ValorStudios
    <==========]==0
    posted 29 July 2009 01:10 PM EDT (US)     578 / 2506  
    Those effects pack are wierd - he is refering to a lot of editor commands which require going into editor mode to work.

    The thread though is years out of date! I am confused whats been going on there and I wish I could get hold of the triggers he has made.
    Yep Terrain Grid is completly useless
    these are editor commands - but I have put the editor commands into triggers
    Looking through the thread it sounds like he found the console comamnds. However it looks to me like he never got past the editor mode problem which I finally did.

    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 07-29-2009 @ 01:22 PM).]

    posted 29 July 2009 07:59 PM EDT (US)     579 / 2506  
    That's what I was missing, though I have no idea why it would be needed based on effects and what they plugged into the vector() function
    I've only seen -1 and 0 in that field, and I've seen both of them in the same contexts, so I honestly don't know its significance. Whenever I have syntax issues, I go to a pftq or invent00r trigger and look for a similar command, and 9 times out of 10 I can find it.
    I should be able to adapt the deploy near to work now..
    Army deploy at Army is also in Proactive Triggers.
    posted 30 July 2009 10:52 AM EDT (US)     580 / 2506  
    The problem is armies should be wrapped inside a string, example:
          <Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
    <Command>trArmySelect("%SrcArmy%");</Command>
    %ScrArmy% will return something like 1, 10. Which is perfectly fine if you dump it inside a string, but if you want to get the player ID and the army ID separately for the rest of the functions, you will need to wrap inside a vector. Which, luckily has a similiar syntax - vector(-1, -1, -1). So doing:
    vector(%ScrArmy%, -1)
    Will result in,
    vector(1, 10, -1)
    For example. Obviously the last number doesn't matter. It could be 0, or -1 or anything else because once we have a vector, all we are going to use is xsVectorGetX\Y to extract the player ID and the army ID.
    -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 30 July 2009 01:06 PM EDT (US)     581 / 2506  
    hey guys! i my campaign i would like that the flying units for the player can't go in a specific area.
    (you can use them but not in this part of the map)
    are there triggers which allows it?
    If not, aybe one of you would know how to create it for me!
    Thank you in advance
    posted 30 July 2009 01:16 PM EDT (US)     582 / 2506  
    Well, not what I know, but you could do this:


    Place some cinematic blocks around that area, then do the condition "Distance to unit" and target all cin blocks with the "or" on. Distance to unit "or" Distance to other unit "or" Distance to third unit and so on. The effect would be teleport and message. Unit is teleported a way and a message appears "You can't enter that area with the selected unit" as the message.

    ~Guard of Olympus ~
    _______________________________________
    Jag ser mot solen och tankarna de för mig hem till AomH SD igen
    Learn how to create a website from scratch!
    _______________________________________
    Dark Times|My work (4.6)|Teaser #2
    posted 30 July 2009 01:52 PM EDT (US)     583 / 2506  
    @Invent00r: nice to see you...i've been out of practice with xs programming as my life has seriously stepped up its pace since the begining of the year, but I see what you mean.


    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 30 July 2009 04:00 PM EDT (US)     584 / 2506  
    Heres one

    Someone should make an army deploy with a unit change name on it

    or something like "change name by unit name"

    posted 31 July 2009 05:05 AM EDT (US)     585 / 2506  
    There should be a trigger called ''Destruction in Area Around Unit'' which should destroy everything around a unit, even as he walks. It would be great for cinematics.
    posted 31 July 2009 05:39 AM EDT (US)     586 / 2506  
    There already is, it's called damage units in area and it uses "center unit".

    ~Guard of Olympus ~
    _______________________________________
    Jag ser mot solen och tankarna de för mig hem till AomH SD igen
    Learn how to create a website from scratch!
    _______________________________________
    Dark Times|My work (4.6)|Teaser #2
    posted 31 July 2009 08:37 PM EDT (US)     587 / 2506  
    posted 01 August 2009 06:44 AM EDT (US)     588 / 2506  
    Thanks for the trigger Elrich, but whenever I use it I get trigger lock. Any suggestions?
    posted 01 August 2009 02:09 PM EDT (US)     589 / 2506  
    ok, ive got a map that contains a bunch of corrupteed effects, most of them i dont need. what i do need is the change unit type to random unit. What i need is for someone to simply remake that effect with one slight difference (title would be simplest) so that the comp doesnt recognize it as the same.

    Plz dont question what ive got here, im 90% sure on this.
    so...

    Request
    Name
    Change unit type to random safe v (call it wateva u like)
    Description exactly the same as the original change unit type to random in nottuds superpack.
    posted 01 August 2009 06:47 PM EDT (US)     590 / 2506  
    A good idea for a trigger that should be created should be


    Request

    Name: Units Change Name By Type

    Description

    protounit: |select a unit from list |
    Desired Name: |Please Make This Trigger|

    [This message has been edited by beerad (edited 08-03-2009 @ 09:05 PM).]

    posted 02 August 2009 03:30 PM EDT (US)     591 / 2506  
    Name Music Stopped
    Description It's a conditional trigger, i'm thinking up a music system made by triggers for my upcoming scenario. What i need is a trigger who can search if the last played musicfile which is launched/played by triggers has ended, or has the music which was played ended? And if so (means that's it a conditional trigger) that i can launch a new song with Effect triggers, (going to do a qvr random music system).
    posted 03 August 2009 11:38 AM EDT (US)     592 / 2506  
    @Zorx: I'll try to look at it. That was in my custom trigger file and I just noticed that it has a trChatSend command in it suggesting that I was still debugging it. I know there is a finalized version on one of my computers. I'll take a look when I get home tonight...


    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 04 August 2009 11:41 PM EDT (US)     593 / 2506  
    is there such a condition trigger to count kills? like a killer counter. For example you can put in the condition 100 kills and after 100 kills are made the trigger activates. Got such a trigger?

    Highest: 1942
    Lowest: 1390
    NOW BEAT THAT!
    =P
    posted 04 August 2009 11:42 PM EDT (US)     594 / 2506  
    Use the existing QV Stat Value.

    ☭ Long live the Turk ☭
    "Xzy is the worst parts of kman and legion combined, only with proper spelling so you know he's smart enough to act otherwise if he wasn't such an idiot." - theferret
    "Xzy is like all of the terrible Guardian contributors rolled into one person. Proof that you can genetically engineer a humanoid abomination." - Fiindil
    posted 04 August 2009 11:46 PM EDT (US)     595 / 2506  
    is that in vanilla? i downloaded a lot of trigger packs but i don't see a qv stat value trigger.... btw this is related to vanilla.

    Highest: 1942
    Lowest: 1390
    NOW BEAT THAT!
    =P
    posted 05 August 2009 11:48 AM EDT (US)     596 / 2506  
    Ok this has be ask if possible alot but ive never seen a answer. so im wondering if its possible to change the name of a protounit. doesn't need to be permanent just for the ones on the map it can also be in a area if that somehow makes it easier for the tiggermaker.

    (like i said doesnt need to be for the whole game permanently but, would be nice if it was)
    posted 05 August 2009 12:26 PM EDT (US)     597 / 2506  
    Let me ask this again...

    Is it possible to create this trigger?

    Request

    Name:Units Change Name By Type

    Description:

    protounit: |select a unit from list |
    Desired Name: |Please Make This Trigger|

    SOMEONE PLEASE RESPOND TO ME

    [This message has been edited by beerad (edited 08-05-2009 @ 12:28 PM).]

    posted 05 August 2009 08:27 PM EDT (US)     598 / 2506  
    I think that is the most frequently requested and most frequently posted trigger.

    <Effect name="Change Name 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="ProtoName" dispName="$$22434$$FromProtoName" varType="protounit">Villager</Param>
    <Param name="NewName" dispName="$$22449$$Name" varType="string">Bubba Joe</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>trUnitChangeName("%NewName%");</Command>
    <Command>xsSetContextPlayer(oldPlayer);</Command>
    </Effect>
    posted 06 August 2009 06:18 AM EDT (US)     599 / 2506  
    Is there a way to check if that what stand in the CHATBOX is simular with a own term?


    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 06 August 2009 06:24 AM EDT (US)     600 / 2506  
    'Chat Contains'

    ☭ Long live the Turk ☭
    "Xzy is the worst parts of kman and legion combined, only with proper spelling so you know he's smart enough to act otherwise if he wasn't such an idiot." - theferret
    "Xzy is like all of the terrible Guardian contributors rolled into one person. Proof that you can genetically engineer a humanoid abomination." - Fiindil
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