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Topic Subject: CASTWCRT Triggers
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posted 23 September 2009 11:59 AM EDT (US)   
It's out!!!




CASTWCRT Triggers here, please. Now we won't overflood the TRT with our expert trigger discussions!

OK, for those who are wondering... CASTWCRT stands for Confederation for Abolishment of Simple Triggers so We Can Redo Them. This was started by three trigger soon-to-be experts, Guard of Osiris, Guard of Olympus, and lostrozzacavalli. We try to do all simple triggers that haven't been done yet...

Guard of Olympus
lostrozzacavalli
Guard of Osiris
WinstonShnozwick
Perpetual_n00b
JDmino/Jack D P
Kai Hirogashi
AA ObjectiveSecret MessagesTribute MessageQV Set Unit CountQV Modify ProtoUnit AllCamera Track With DialogueChange Unit Type & Sound
TimeTriggersQV Grant God PowerN/AQV Set QVSet Animation Units in AreaFull Cinematic ModeN/A
AACinematicChange Unit in random NOT DEADLY unit typeN/AUnit Create at ProtoUnitObjective NewUnits Swap PositionsN/A
AASend Spoofed Bolded chatTeleport to ArmyN/ADamage Around ProtounitQV Set from ResourceN/AN/A
AAEasyQVCodeNew ConditionalsN/AProtounit Move To PointChat Contains SecretN/AN/A
AAShowMap(Condition) QV Check ORN/AProtounit Move To Unit(Condition)QV Percent CompleteN/AN/A
N/ASet random tech status player rangeN/AQV Tool Condition(Condition) Timer less thanN/AN/A
N/ATeleport OnlineN/AHotkeyRandom LocationsN/AN/A
N/ARandom Colored ChatN/AQV Tool EffectGroup Create Select Unit TypeN/AN/A
N/AQV Shake CameraN/AChange Protounit NameQV Set Civilization NameN/AN/A
N/AQV Modify By RandomN/AProtounit WorkQV Damage Units in Area of ArmyN/AN/A
N/ARandom LocationsN/AGrant and Invoke GP's Multi (Unit Based)QV Heal Units in Area of ArmyN/AN/A
N/AActive Basic Scenario Functions player rangeN/AFire Event Quest VarFire Event TimersN/AN/A
N/ASpoofed Chat RandomN/AN/AQV HeadingN/AN/A
N/AQV Army DeployN/APlayer Change RandomMove Relative To SelfN/AN/A
N/ASelectors Four UnitsN/AN/ADisable Multiple TriggersN/AN/A
N/AUnits reviveN/AN/AMap Arrow Keys To EventN/AN/A
N/AColored chat (255 Coloring System)N/AN/AMap Keys To EventN/AN/A
N/AQV Range VarsN/AN/AArmy Deploy Relative to UnitN/AN/A
N/AyTeleport OnlineN/AN/AArmy Deploy Relative to ArmyN/AN/A
N/AModify Protounit All Player RangeN/AN/ASound Filename RandomN/AN/A
N/ARoman Numerals ConverterN/AN/AN/AN/AN/A




castwcrt rip 2010-2010

[This message has been edited by Boukary (edited 04-23-2011 @ 06:16 PM).]

Replies:
posted 01 November 2009 01:13 PM EDT (US)     526 / 919  
Lostrozz, yours doesn't work because of integer division. It does the division and turns it back into an integer, so it's always zero.

It'll work if you do 1.0*%Blue%/255 or %Blue%/255.0 to make it work with floats instead of ints.
posted 01 November 2009 02:22 PM EDT (US)     527 / 919  
Thanks Hail! (but note that only the first way works, so 1*%Red%/255)

   <Effect name="Send Colored Chat (255)">
<Param name="Red" dispName="Red" VarType="long">255</Param>
<Param name="Green" dispName="Green" VarType="long">255</Param>
<Param name="Blue" dispName="Blue" VarType="long">255</Param>
<Param name="PlayerID" dispName="From Player" VarType="player">0</Param>
<Param name="Message" dispName="Message" VarType="stringid">default</Param>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDred", 1.0*%Red%/255);</Command>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDgreen", 1.0*%Green%/255);</Command>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDblue", 1.0*%Blue%/255);</Command>
<Command><![CDATA[trChatSend(%PlayerID%, "<color=" + trQuestVarGet("lostrorandomchatcolorlolxDred") + "," + trQuestVarGet("lostrorandomchatcolorlolxDgreen") + "," + trQuestVarGet("lostrorandomchatcolorlolxDblue") + ">%Message%</color>");]]></Command>
</Effect>
<Effect name="Send Spoofed Colored Chat (255)">
<Param name="Red" dispName="Red" VarType="long">255</Param>
<Param name="Green" dispName="Green" VarType="long">255</Param>
<Param name="Blue" dispName="Blue" VarType="long">255</Param>
<Param name="PlayerID" dispName="From Player" VarType="player">0</Param>
<Param name="Message" dispName="Message" VarType="stringid">default</Param>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDred", 1.0*%Red%/255);</Command>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDgreen", 1.0*%Green%/255);</Command>
<Command>trQuestVarSet("lostrorandomchatcolorlolxDblue", 1.0*%Blue%/255);</Command>
<Command><![CDATA[trChatSendSpoofed(%PlayerID%, "<color=" + trQuestVarGet("lostrorandomchatcolorlolxDred") + "," + trQuestVarGet("lostrorandomchatcolorlolxDgreen") + "," + trQuestVarGet("lostrorandomchatcolorlolxDblue") + ">%Message%</color>");]]></Command>
</Effect>


These triggers are really useful when you want a determinated color. If it is Hexadecimal you need to convert it with programs like this, so:

Cherub #009900=0.153.0
Angel #C00000=192.0.0
Seraph #D07500=208.117.0

Aren't these chat's colors really similar (if not identic!) to forum's colors?

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)

[This message has been edited by lostrozzacavalli (edited 11-01-2009 @ 02:24 PM).]

posted 01 November 2009 03:04 PM EDT (US)     528 / 919  
Yeebaagooon probably used that in Ripto.

castwcrt rip 2010-2010
posted 01 November 2009 06:01 PM EDT (US)     529 / 919  
i dont understand how to use the commands though any help would be greatly welcomed.
I mean i know when something is wrong in the script but i still dont know how to write them.


[in a drinking game]
Gimli: It's the Dwarves that go swimming with little, hairy woman. [he burps]
Legolas: I feel something. A slight tingle in my fingers. I think it's affecting me.
Gimli: What did I say? He can't hold his liquor. [Gimli passes out]
Legolas: [to Eomer who is watching] Game over.

[This message has been edited by KL_Hero (edited 11-02-2009 @ 03:28 PM).]

posted 03 November 2009 01:59 AM EDT (US)     530 / 919  
Current News CASTWCRT: I will, on top of my already made triggers, be making now conditions of the PC line. Such as protounit action, distance to protounit, stuff like that.

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 03 November 2009 05:04 AM EDT (US)     531 / 919  
Great, Winston.

I have done a trigger that could be really useful (GoO please add this and "Send Colored Chat (255) to my list"):

   <Effect name="Units Revive">
<Param name="Note" dispName="Note" varType="string">Use the condition: "is dead"</Param>
<Param name="SrcObject" dispName="$$22295$$Source Units" VarType="unit">default</Param>
<Param name="Note" dispName="Note" varType="string">You need an unit to use in the revival process. An Argus usually works, but if it doesn't try something else.</Param>
<Param name="ProtoUnit" dispName="Protounit to use" varType="protounit">Argus</Param>
<Param name="Change" dispName="when revives change into" varType="string">Original Unit Type</Param>
<Command>for(s=0;>1){}</Command>
<Command>s=kbGetUnitBaseTypeID(kbGetBlockID("%SrcObject%"));</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trUnitChangeProtoUnit("%ProtoUnit%");</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trDamageUnitPercent(-100);</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>if("%Change%"=="Original Unit Type")trUnitChangeProtoUnit(""+kbGetProtoUnitName(s));</Command>
<Command>if("%Change%"!="Original Unit Type")trUnitChangeProtoUnit("%Change%");</Command>
</Effect>
<Effect name="Army Revive">
<Param name="Note" dispName="Note" varType="string">Use the condition: "army is dead"</Param>
<Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
<Param name="Note" dispName="Note" varType="string">You need an unit to use in the revival process. An Argus usually works, but if it doesn't try something else.</Param>
<Param name="ProtoUnit" dispName="Protounit to use" varType="protounit">Argus</Param>
<Param name="Change" dispName="when revives change into" varType="string">Original Army Type</Param>
<Command>for(s=0;>1){}</Command>
<Command>s=kbGetUnitBaseTypeID(kbArmyGetUnitID(kbArmyGetID("%SrcArmy%"), 0));</Command>
<Command>trArmySelect("%SrcArmy%");</Command>
<Command>trUnitChangeProtoUnit("%ProtoUnit%");</Command>
<Command>trArmySelect("%SrcArmy%");</Command>
<Command>trDamageUnitPercent(-100);</Command>
<Command>trArmySelect("%SrcArmy%");</Command>
<Command>if("%Change%"=="Original Army Type")trUnitChangeProtoUnit(""+kbGetProtoUnitName(s));</Command>
<Command>if("%Change%"!="Original Army Type")trUnitChangeProtoUnit("%Change%");</Command>
</Effect>

, especially if you want that in an RPG the hero can be revitalized, 1 or more times, with his original featurs. But 90% of the credits go to nottud, that has teached me this cool trick.

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 03 November 2009 09:49 AM EDT (US)     532 / 919  
I'll add this in maybe 1 and a half hours, I don't have time now.

castwcrt rip 2010-2010
posted 03 November 2009 10:13 AM EDT (US)     533 / 919  
posted 07 November 2009 01:03 PM EDT (US)     534 / 919  
Here are some Move Relative to Self and Heading QV trigger effects for Units and Armies
<Effect name="Unit Move Relative to Self">
<Param name="SrcObject" dispName="Source Units" varType="unit">default</Param>
<Param name="DistX" dispName="Distance X" varType="long">5</Param>
<Param name="DistZ" dispName="Distance Z" varType="long">5</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trQuestVarSet("OffsetPositionX", xsVectorGetX(kbUnitGetPosition(%SrcObject%)) + %DistX%);</Command>
<Command>trQuestVarSet("OffsetPositionZ", xsVectorGetZ(kbUnitGetPosition(%SrcObject%)) + %DistZ%);</Command>
<Command>trUnitMoveToPoint(trQuestVarGet("OffsetPositionX"),0,trQuestVarGet("OffsetPositionZ"), %EventID%, %AttackMove%);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

<Effect name="Unit Move Relative to Self QV">
<Param name="SrcObject" dispName="Source Units" varType="unit">default</Param>
<Param name="QuestVarX" dispName="Var Name Distance X" varType="string">QV1</Param>
<Param name="QuestVarZ" dispName="Var Name Distance Z" varType="string">QV2</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trQuestVarSet("OffsetPositionX", xsVectorGetX(kbUnitGetPosition(%SrcObject%)) + trQuestVarGet("%QuestVarX%"));</Command>
<Command>trQuestVarSet("OffsetPositionZ", xsVectorGetZ(kbUnitGetPosition(%SrcObject%)) + trQuestVarGet("%QuestVarZ%"));</Command>
<Command>trUnitMoveToPoint(trQuestVarGet("OffsetPositionX"),0,trQuestVarGet("OffsetPositionZ"), %EventID%, %AttackMove%);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

<Effect name="Army Move Relative to Self">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="OffsetX" dispName="Var Name Distance X" varType="string">QV1</Param>
<Param name="OffsetZ" dispName="Var Name Distance Z" varType="string">QV2</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmySelect("%ArmyS%");</Command>
<Command>trUnitMoveToPoint(xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vect or(%ArmyS%,-1)))) + %OffsetX%,0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))) + %OffsetZ%, %EventID%, %AttackMove%);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

<Effect name="Army Move Relative to Self QV">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="QuestVarX" dispName="Var Name Distance X" varType="string">QV1</Param>
<Param name="QuestVarZ" dispName="Var Name Distance Z" varType="string">QV2</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyS%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmySelect("%ArmyS%");</Command>
<Command>trUnitMoveToPoint(xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vect or(%ArmyS%,-1)))) + trQuestVarGet("%QuestVarX%"),0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyS%,-1)))) + trQuestVarGet("%QuestVarZ%"), %EventID%, %AttackMove%);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

<Effect name="Army Heading QV">
<Param name="SrcArmy" dispName="Army" VarType="group">default</Param>
<Param name="QuestVar" dispName="Var Name" varType="string">QV1</Param>
<Command>trArmySelect("%SrcArmy%");</Command>
<Command>trUnitSetHeading(trQuestVarGet("%QuestVar%"));</Command>
</Effect>

<Effect name="Unit Heading QV">
<Param name="SrcObject" dispName="Source Units" varType="unit">default</Param>
<Param name="QuestVar" dispName="Var Name" varType="string">QV1</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trUnitSetHeading(trQuestVarGet("%QuestVar%"));</Command>
</Effect>
posted 07 November 2009 01:05 PM EDT (US)     535 / 919  
Updated.

castwcrt rip 2010-2010
posted 07 November 2009 03:07 PM EDT (US)     536 / 919  
Hey, Winston, any luck with that Disable AI effect? Or is it another impossible?
posted 07 November 2009 07:35 PM EDT (US)     537 / 919  
@ Hammer - Sorry, I was looking through past threads, nottud tried to attempt it, and he couldn't. And i cant find any commands for it either. So it cant be done

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 07 November 2009 07:46 PM EDT (US)     538 / 919  
Darn!
Guess I'll just have to manipulate the CPU through triggs fer that scenario.
posted 07 November 2009 10:27 PM EDT (US)     539 / 919  
There doesn't seem to be a direct command for it, but there may be some backdoor way.

In vanilla, Norse aggressive rushers often get themself stuck in a corner and stop moving units completely until you kick 'em really hard and snap them out of it. It may be possible to give an AI some kind of contradictory commands and have it lock up.
posted 07 November 2009 11:29 PM EDT (US)     540 / 919  
See, I want to be able to have player choose which side he's on in a scenario. If this is to be, then the enemy has to have an AI (a choose AI trigger would work too) but I can't set them both to having an AI, other wise they'd play without the player.

If I could deactivate one, or give one of them an AI, after the effect Set Player Active, the game would work. Other wise I'd have to have a bunch of army move and deploy triggers.

I know there are AIs out there that only do eco stuff for some players, but that won't work, I need it to have offensive power for the enemy.
posted 08 November 2009 03:09 AM EDT (US)     541 / 919  
Hammer, if you wanna do that, use quest vars.

Like, when choosing hwat side to play as, if you choose side one, make a qv have value of one. If you choose side two,, make the qv's value 2. Then have a trigger with qv check condition, and if it is 1, then have the ai go for side two. Then do another tirgger checking if it is 2 value. You get the point.

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 08 November 2009 03:51 AM EDT (US)     542 / 919  
GoOsiris please update the main post with my "send colored chat (255)" and "Unit Revive" (search the links from yourself or don't put them).

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 08 November 2009 03:56 AM EDT (US)     543 / 919  
I knew there was something I forgot...

castwcrt rip 2010-2010
posted 08 November 2009 03:59 AM EDT (US)     544 / 919  
Updated.

castwcrt rip 2010-2010
posted 08 November 2009 06:48 AM EDT (US)     545 / 919  
Thanks Guard
distance to protounit
Units in Area?
But maybe distance to protounit could work for units that units in area can't check (like projectiles) too...

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 08 November 2009 07:20 AM EDT (US)     546 / 919  
If it works, it will help me a lot with a trigger trick for my upcoming scenario.

castwcrt rip 2010-2010
posted 08 November 2009 07:56 AM EDT (US)     547 / 919  
posted 08 November 2009 08:02 AM EDT (US)     548 / 919  
I was thinking about making some sort of booby trap in a ruin where shrunken peltasts attack an invisible target and whoever touches the javelin dies.

castwcrt rip 2010-2010
posted 08 November 2009 09:16 AM EDT (US)     549 / 919  
ystart search with reboot system
ycondition - is protounit
(javelin flaming)
ydamage units in area
yconditional zend
ysearch end with reboot system

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 08 November 2009 09:28 AM EDT (US)     550 / 919  
Thank you!

castwcrt rip 2010-2010
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