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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 21 December 2009 03:30 PM EDT (US)     701 / 919  
No no no! Of course I'm not planning to leave ! I'm just having a design depression combined with a crashed AoM . I will update the main post now.

castwcrt rip 2010-2010
posted 21 December 2009 03:35 PM EDT (US)     702 / 919  
Main post updated.

castwcrt rip 2010-2010
posted 21 December 2009 03:46 PM EDT (US)     703 / 919  
That's good, I'll have to start making triggers again...

~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 21 December 2009 06:46 PM EDT (US)     704 / 919  
geez lostafdzoizzzzzzisspastazzzfdia, you insult me. I am quite active with triggers as well. I have about 30 or more triggers I have made so far. And perpetual was one of the most active when he was making them, He has quite a few.

Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
Automaton Metals Textures, New Custom Triggers
Upcoming Projects: Legacy - The Uprising, Destiny
6/12/1997, a day that will live in infamy.
posted 22 December 2009 05:53 AM EDT (US)     705 / 919  
lostafdzoizzzzzzisspastazzzfdia
loving the "pasta" between the random letters

Oh no I was not insulting anyone, I just meant I was the only who posted anything in about 2 weeks... I know you're making an excellent work Winston .

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 December 2009 08:30 AM EDT (US)     706 / 919  
I wasn't insulted, lostrozzacavalli, you are certainly the most prolific trigger effect creator in CASTWCRT, followed by WinstonShnozwick then me I think.

Here's a couple of triggers I've just created for Lastig4 in the TRT - Army Deploy Relative to Army (QV and non-QV versions)

I've set Heading = 0 and Clear Existing Units = True because of the limit on the number of parameters that can easily be displayed.

I don't have AoM on my current computer so I can't test these, but I think they should work.

If someone would be kind enough to test these for me, I'd appreciate that. If they do work then Guard of Osiris can add them.



<Effect name="Army Deploy Relative to Army QV">
<Param name="ArmyR" dispName="Army Reference" VarType="group">0,0</Param>
<Param name="ArmyD" dispName="Army Deploy" VarType="group">0,0</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">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>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyR%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyD%", "%ProtoName%", %Count%, xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyR%,-1)))) + trQuestVarGet("%QuestVarX%"),0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyR%,-1)))) + trQuestVarGet("%QuestVarZ%"), 0, true);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

<Effect name="Army Deploy Relative to Army">
<Param name="ArmyR" dispName="Army Reference" VarType="group">0,0</Param>
<Param name="ArmyD" dispName="Army Deploy" VarType="group">0,0</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">0</Param>
<Param name="DistX" dispName="Distance X" varType="long">10</Param>
<Param name="DistZ" dispName="Distance Z" varType="long">10</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyR%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyD%", "%ProtoName%", %Count%, xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyR%,-1)))) + %DistX%,0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyR%,-1)))) + %DistZ%, 0, true);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>



Edit: No idea if this one works either. It's a Units Swap Positions - Teleport effect based on WinstonShnozwick's suggestion for an alternative to Jack DP's Units Swap Position move-based effect.


<Effect name="Units Swap Positions - Teleport">
<Param name="Unit1" dispName="Unit1" varType="unit">default</Param>
<Param name="Unit2" dispName="Unit2" varType="unit">default</Param>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trQuestVarSet("Unit1X", xsVectorGetX(kbUnitGetPosition(%Unit1%)));</Command>
<Command>trQuestVarSet("Unit1Z", xsVectorGetZ(kbUnitGetPosition(%Unit1%)));</Command>
<Command>trQuestVarSet("Unit2X", xsVectorGetX(kbUnitGetPosition(%Unit2%)));</Command>
<Command>trQuestVarSet("Unit2Z", xsVectorGetZ(kbUnitGetPosition(%Unit2%)));</Command>
<Command loop="" loopParm="Unit1">trUnitSelect("%Unit1%");</Command>
<Command>trUnitTeleport(trQuestVarGet("Unit2X"),0,trQuestVarGet("Unit2Z"));</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="Unit2">trUnitSelect("%Unit2%");</Command>
<Command>trUnitTeleport(trQuestVarGet("Unit1X"),0,trQuestVarGet("Unit1Z"));</Command>
</Effect>

[This message has been edited by perpetual_n00b (edited 12-22-2009 @ 09:37 AM).]

posted 22 December 2009 09:18 AM EDT (US)     707 / 919  
The army deploy relative to army effects work but they cause the target army to stop moving.

Currently working on:
A pirate thing. Move the ship with the WASD keys, shoot with Q and E, stop with R. I need some help with bugged conditions and effects or other things I can't do.
So hurry to the question/trigger thread, because there's probably a question I asked
posted 22 December 2009 09:23 AM EDT (US)     708 / 919  
posted 22 December 2009 09:33 AM EDT (US)     709 / 919  
Not 100% sure either, but I think you may need to set the context player to ArmyR's player, not ArmyD.
Yes, of course, you are right. Otherwise it would probably only work if the two armies are from the same player. Setting context player to 0 should work too as I think Gaia/0 can see all units. I'll change it now.
The army deploy relative to army effects work but they cause the target army to stop moving.
Not sure why that is happening.

[This message has been edited by perpetual_n00b (edited 12-22-2009 @ 09:35 AM).]

posted 22 December 2009 02:56 PM EDT (US)     710 / 919  
Great CASTWCRTers, I'll be away since tomorrow to the 3rd-4th January.
I hope you'll have a great time and Christmas

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 23 December 2009 12:16 PM EDT (US)     711 / 919  
I created these effects after HailToTheOboe showed me the trick of mapping keys to events, so all credit to him for these.

The first maps the arrow keys to events, great for controlling units. The second maps any key to an event for more generic hotkeys.
<Effect name="Map Arrow Keys to Event">
<Param name="EventID01" dispName="Arrow Up Trigger" varType="event">-1</Param>
<Param name="EventID02" dispName="Arrow Down Trigger" varType="event">-1</Param>
<Param name="EventID03" dispName="Arrow Left Trigger" varType="event">-1</Param>
<Param name="EventID04" dispName="Arrow Right Trigger" varType="event">-1</Param>
<Command>map("arrowup","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID01%);");</Command>
<Command>map("arrowdown","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID02%);");</Command>
<Command>map("arrowleft","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID03%);");</Command>
<Command>map("arrowright","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID04%);");</Command>
</Effect>

<Effect name="Map Keys to Event">
<Param name="Key01" dispName="Key" varType="string">a</Param>
<Param name="EventID01" dispName="Trigger" varType="event">-1</Param>
<Param name="Key02" dispName="Key" varType="string">b</Param>
<Param name="EventID02" dispName="Trigger" varType="event">-1</Param>
<Param name="Key03" dispName="Key" varType="string">c</Param>
<Param name="EventID03" dispName="Trigger" varType="event">-1</Param>
<Command>map("%Key01%","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID01%);");</Command>
<Command>map("%Key02%","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID02%);");</Command>
<Command>map("%Key03%","game","trackInsert(); trackAddWaypoint();trackPlay(-1,%EventID03%);");</Command>
</Effect>
posted 23 December 2009 12:22 PM EDT (US)     712 / 919  
Those are some great Triggers!

~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 23 December 2009 12:29 PM EDT (US)     713 / 919  
Using camera tracks like that to fire triggers via console commands was something I learned by looking at invent00r's QV debugger - he used it so that pushing UI buttons would fire triggers to modify QVs.

So if you had been hunting for that effect, all the tools were right under your nose all along!

There's one more little trick to that trigger that I'm still working on.
Right now the biggest flaw is that when you use that trigger to map hotkeys, the hotkeys persist after your game ends (I'm sure you're all tired of hearing me say this about hotkeys by now).
But I've got an extension to this method that can completely eliminate this problem for some specific circumstances, and can be used to mitigate it in other circumstances. I'll keep you posted when I get a chance to test it further and finalize it.
posted 23 December 2009 12:44 PM EDT (US)     714 / 919  
Main post updated.

castwcrt rip 2010-2010
posted 23 December 2009 02:24 PM EDT (US)     715 / 919  
Thanksies for that last trigger.

But, ehhrm, they don't work. I need it for the keys:
Sorry, they do work, but I forgot to change the conditions.

Currently working on:
A pirate thing. Move the ship with the WASD keys, shoot with Q and E, stop with R. I need some help with bugged conditions and effects or other things I can't do.
So hurry to the question/trigger thread, because there's probably a question I asked

[This message has been edited by Lastig4 (edited 12-23-2009 @ 03:39 PM).]

posted 23 December 2009 04:05 PM EDT (US)     716 / 919  
Edit: Nevermind, I see you got it working, I shouldn't take so long writing my responses
But, ehhrm, they don't work. I need it for the keys:
home
arrowup
pageup
arrowleft
5
arrowright
end
arrowdown
pagedown
insert
Works for me. How do you have the triggers set up?

To get a hero to move around using arrow keys, use a chicken bomb when you press space and use a healing potion when you press enter then I would put the hero in an army and use the following trigger set up -

Trigger 1 - Set_Up_Keys
[X] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Map Arrow Keys to Event
Arrow Up Trigger = Move_Up
Arrow Down Trigger = Move_Down
Arrow Left Trigger = Move_Left
Arrow Right Trigger = Move_Right
Map Keys to Event
Key = Space
Event = Chicken_Bomb
Key = Enter
Event = Healing_Potion
Key = c
Event = none

Trigger 2 - Move_Up
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Army Move Relative to Self
Army = Hero
Distance X = 10
Distance Z = 0
Event = none
Attack Move = True

Trigger 3 - Move_Down
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Army Move Relative to Self
Army = Hero
Distance X = -10
Distance Z = 0
Event = none
Attack Move = True

Trigger 4 - Move_Left
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Army Move Relative to Self
Army = Hero
Distance X = 0
Distance Z = -10
Event = none
Attack Move = True

Trigger 5 - Move_Right
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Army Move Relative to Self
Army = Hero
Distance X = 0
Distance Z = 10
Event = none
Attack Move = True

Trigger 6 - Chicken_Bomb
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Always

Effects
Army Deploy at Army
Source Army = Chicken
Target Army = Hero
ProtoUnit = Chicken Exploding
Count = 1
Heading = 0
Clear Existing Units = True

Trigger 7 - Healing_Potion
[_] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Quest Var Check
Var Name = Potions
Operator is >
Value = 0

Effects
Damage Unit
Unit = Hero
Amount = -100
Quest Var Modify
Var Name = Potions
Operator is -
Value = 1

[This message has been edited by perpetual_n00b (edited 12-23-2009 @ 04:09 PM).]

posted 23 December 2009 04:42 PM EDT (US)     717 / 919  
Quoted from me:
Sorry, they do work, but I forgot to change the conditions.
But here's the trigger setup:

T1_Setup:
Map keys fire event (forgot the name)
Key: End
Event: Move01

T2_Move01:
Condition: Always
Effect: Army move relative to self


Why did you use Attack move: true?

Sorry for making you write the uber-long reply :P

Currently working on:
A pirate thing. Move the ship with the WASD keys, shoot with Q and E, stop with R. I need some help with bugged conditions and effects or other things I can't do.
So hurry to the question/trigger thread, because there's probably a question I asked

[This message has been edited by Lastig4 (edited 12-23-2009 @ 04:43 PM).]

posted 23 December 2009 04:50 PM EDT (US)     718 / 919  
What is this? Map keys on the keyboard to an event? AMAZING Can I have the coding please? And is this the stuff hail said where you need to reset the hotkeys or it will stay like that till you restart the game?

Saw them. So I need to know. After firing them in a trigger, will it only then work once? WOuld I need to put the effect in a looping trigger to keep the hotkey firing the event it should? ANd also, what would the names of the keys on the keyboard be? Like arrowleft, I wouldn't know that would be it. Like for a letter, a, or any of the other buttons. Is there a list of the names of the keys on the keyboard?

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.

[This message has been edited by WinstonShnozwick (edited 12-23-2009 @ 05:03 PM).]

posted 23 December 2009 05:44 PM EDT (US)     719 / 919  
@ Lastig4

I don't mind long replies, someone might find it useful.

I set Attack Move = True so that the units will attack any enemy they encounter along the way, otherwise they won't attack until they reach their destination.

@ WinstonShnozwick
No need to loop the triggers or even have them active (except the mapping trigger), in fact it's better that you don't. Every time you press the key it does the equivalent of Fire Event on the trigger you've specified.

If you look in gamex.con you can see the keys that are mapped, that should give you a few of the names or you could just use these keys (I think they're all right) -
arrowleft, arrowright, arrowup, arrowdown, space, enter, end, home, delete, insert, pageup, pagedown
Plus of course -
a b c d e f g h i j k l m n o p q r s t u v w x y z
1 2 3 4 5 6 7 8 9 0
That should be more than enough.

Edit: More trigger effects for Lastig4 - I've not tested them but they should work
.


<Effect name="Army Deploy Relative to Army">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="ArmyT" dispName="Army Target" VarType="group">0,0</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">0</Param>
<Param name="Heading" dispName="Heading" varType="long">0</Param>
<Param name="OffsetX" dispName="Distance X" varType="long">5</Param>
<Param name="OffsetZ" dispName="Distance Z" varType="long">5</Param>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyT%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyS%", "%ProtoName%", %Count%,xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyT%,-1)))) + %OffsetX%,0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyT%,-1)))) + %OffsetZ%, %Heading%, true);</Command>
</Effect>

<Effect name="Army Deploy Relative to Unit">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="Object" dispName="Target Unit" varType="unit">default</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">0</Param>
<Param name="Heading" dispName="Heading" varType="long">0</Param>
<Param name="OffsetX" dispName="Distance X" varType="long">5</Param>
<Param name="OffsetZ" dispName="Distance Z" varType="long">5</Param>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyS%", "%ProtoName%", %Count%, xsVectorGetX(kbGetBlockPosition(""+1*%Object%)) + %OffsetX%,0,xsVectorGetZ(kbGetBlockPosition(""+1*%Object%)) + %OffsetZ%, %Heading%, true);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

[This message has been edited by perpetual_n00b (edited 02-07-2010 @ 04:09 PM).]

posted 24 December 2009 03:43 AM EDT (US)     720 / 919  
Great CASTWCRTers, I'll be away since tomorrow to the 3rd-4th January.
I hope you'll have a great time and Christmas
lol -I found a wireless connection near to my grandparents house :P-

Wow it seems CASTWCRT is reviving to his ancient splendor! Congratulations Perpetual on creating those useful triggers

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 24 December 2009 03:56 AM EDT (US)     721 / 919  
Merry Chrismas CASTWCRT, we wont ever die!

~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 24 December 2009 04:01 AM EDT (US)     722 / 919  
Updated.

castwcrt rip 2010-2010
posted 26 December 2009 02:00 PM EDT (US)     723 / 919  
I think that we as a team need to change our name. Something that is real words first of all, or a more simple a- that word. Because we are not really redoing the triggers from the game, we are making completely new effects an stuff here. And also, we are not noobish at trigger scripting at all. There are some pretty advanced stuff here. So, lets change our name. I think its a good ide3a.

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 26 December 2009 03:07 PM EDT (US)     724 / 919  
posted 26 December 2009 03:07 PM EDT (US)     725 / 919  
The three upcomers of CASTWCRT should decide, meaning me, Guard of Osiris and lostrozzacavalli. I will be the first one to vote on the proposition:


As I see the name as a joke, and a one that actually fits us, I have to Vote: No. Also, are you suggesting a new thread just for a name change? Why would we change our name - it's not neccerary. My vote will remain, and I want to hear from my fellow CASTWCRTers.

~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
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