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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 27 January 2010 10:11 PM EDT (US)     826 / 919  
What do you mean the 'int' parts? You need to declare those things as integers, otherwise it won't work... I don't fully understand what you mean lol.. Though I agree that it would be nice if you want to use AND/OR. What could be interfering with that?

*looks around eagerly for HTTO to intervene lol*

[This message has been edited by ScionOfWar (edited 01-27-2010 @ 10:16 PM).]

posted 27 January 2010 10:16 PM EDT (US)     827 / 919  
well im not good at explaining this one. Ask hail, sorry, but yeah, youll understand. The int thing makes it a one time deal only,. You need a for loop to make it able to go multiple in a trigger. Hail fixed that for me a way back in the trigger thread, check back a few pages there.

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 27 January 2010 10:22 PM EDT (US)     828 / 919  
Alright I'll browse through the trigger request thread and see if I can find what you're talking about. Otherwise Hail should get on some time..

I can see how re-calling the same integer would make it cease to work. If you ever call something more then once scripting always breaks so that makes logical sense lol

So if I set it to float you can turn it to all players? I didn't even know this haha
posted 27 January 2010 10:46 PM EDT (US)     829 / 919  
@Winston - Here's the fixed version. I found what you mean and fixed all the integers. To be honest I was scratching my head wondering why on earth all those triggers had that 'pointless' loop in it. lol now I know


Also I made another trigger - Query Units Take Pop. What this does is checks how much population a unit type takes. For example, you could see if the unit type AbstractVillager takes over 20 pop (which might be useful, considering atlantean villagers take more pop then the other civs). Basically it's a way of deciding how much pop one specific unit class takes up.



<Condition name="Query Compare Units">
<Param name="PlayerID1" dispName="Player1" VarType="float">1</Param>
<Param name="unitType1" dispName="Unit Type1" VarType="long">847</Param>
<Param name="unitState1" dispName="Unit State1" VarType="long">2</Param>
<Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
<Param name="PlayerID2" dispName="Player2" VarType="float">2</Param>
<Param name="unitType2" dispName="Unit Type2" VarType="long">847</Param>
<Param name="unitState2" dispName="Unit State2" VarType="long">2</Param>
<Command>for(unitTypeID=0;>1) {}</Command>
<Command>unitTypeID = %unitType1%;</Command>
<Command>for(unitStateID=0;>1) {}</Command>
<Command>unitStateID = %unitState1%;</Command>
<Command>xsSetContextPlayer(%PlayerID1%);</Command>
<Command>for(basicUnitQuery1=0;>1) {}</Command>
<Command>basicUnitQuery1=kbUnitQueryCreate("Check This Thing1");</Command>
<Command>kbUnitQuerySetPlayerID(basicUnitQuery1, %PlayerID1%);</Command>
<Command>kbUnitQuerySetUnitType(basicUnitQuery1, unitTypeID);</Command>
<Command>kbUnitQuerySetState(basicUnitQuery1, unitStateID);</Command>
<Command>kbUnitQueryResetResults(basicUnitQuery1);</Command>
<Command>for(numberLivingUnits1=0;>1) {}</Command>
<Command>numberLivingUnits1=kbUnitQueryExecute(basicUnitQuery1);</Command>
<Command>for(chekprogger1=0;>1) {}</Command>
<Command>chekprogger1=kbUnitQueryGetResult(basicUnitQuery1, 0);</Command>
<Command>for(unitTypeID2=0;>1) {}</Command>
<Command>unitTypeID2 = %unitType2%;</Command><Command>for(unitStateID2=0;>1) {}</Command>
<Command>for(unitStateID2=0;>1) {}</Command>
<Command>unitStateID2 = %unitState2%;</Command>
<Command>xsSetContextPlayer(%PlayerID2%);</Command>
<Command>for(basicUnitQuery2=0;>1) {}</Command>
<Command>basicUnitQuery2=kbUnitQueryCreate("Check This Thing2");</Command>
<Command>kbUnitQuerySetPlayerID(basicUnitQuery2, %PlayerID2%);</Command>
<Command>kbUnitQuerySetUnitType(basicUnitQuery2, unitTypeID2);</Command>
<Command>kbUnitQuerySetState(basicUnitQuery2, unitStateID2);</Command>
<Command>kbUnitQueryResetResults(basicUnitQuery2);</Command>
<Command>for(numberLivingUnits2=0;>1) {}</Command>
<Command>numberLivingUnits2=kbUnitQueryExecute(basicUnitQuery2);</Command>
<Command>for(chekprogger2=0;>1) {}</Command>
<Command>chekprogger2=kbUnitQueryGetResult(basicUnitQuery2, 0);</Command>
<Expression>numberLivingUnits1 %Op% numberLivingUnits2</Expression>
</Condition>





<Condition name="Query Units Take Pop">
<Param name="PlayerID1" dispName="Player" VarType="float">1</Param>
<Param name="unitType1" dispName="Unit Type" VarType="long">847</Param>
<Param name="unitState1" dispName="Unit State" VarType="long">2</Param>
<Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
<Param name="Count" dispName="$$22321$$Number" VarType="long">1</Param>
<Param name="a" dispName="NOTE" varType="string">Common unit types - Inf:820/Cav:821/Arch:822/Vil:823/Fly:833/Myth:844</Param>
<Param name="b" dispName="NOTE" varType="string">States - None:0/Building:1/Alive:2/AlvOrBldng:3/Dead:4/Any:255</Param>
<Command>for(unitTypeID=0;>1) {}</Command>
<Command>unitTypeID = %unitType1%;</Command>
<Command>for(unitTypeID=0;>1) {}</Command>
<Command>unitStateID = %unitState1%;</Command>
<Command>xsSetContextPlayer(%PlayerID1%);</Command>
<Command>for(basicUnitQuery1=0;>1) {}</Command>
<Command>basicUnitQuery1=kbUnitQueryCreate("Check This Thing1");</Command>
<Command>kbUnitQuerySetPlayerID(basicUnitQuery1, %PlayerID1%);</Command>
<Command>kbUnitQuerySetUnitType(basicUnitQuery1, unitTypeID);</Command>
<Command>kbUnitQuerySetState(basicUnitQuery1, unitStateID);</Command>
<Command>kbUnitQueryResetResults(basicUnitQuery1);</Command>
<Command>for(numberLivingUnits1=0;>1) {}</Command>
<Command>numberLivingUnits1=kbUnitQueryExecute(basicUnitQuery1);</Command>
<Command>for(chekprogger1=0;>1) {}</Command>
<Command>chekprogger1=kbUnitQueryGetResult(basicUnitQuery1, 0);</Command>
<Expression>kbGetPopulationSlotsByQueryID(basicUnitQuery1) %Op% %Count%</Expression>
</Condition>


Edit - sorry for the double post that was a mistake >.<

[This message has been edited by ScionOfWar (edited 01-27-2010 @ 10:53 PM).]

posted 27 January 2010 11:13 PM EDT (US)     830 / 919  
Thanks, Perpetual! Thanks a heap!
Do you know how hard it is to get a real explanation out of anyone? Here at AoMH or otherwise? No one seems to understand that that's all I need.

So now that trigger thing makes sense! Thanks!
See, I'm not used to effects that modify the condition so that it isn't true. I'm used to it being constantly true once it fired the first time, so I always figured that once the condition was true once, the effect just kept firing. I didn't know that it continues to check the condition when it's looped.
I am not used to QV's at all!

Okay, that was stupid. A damage unit on a timer with loop does the same thing, checking the condition before damaging again.

[This message has been edited by Hammerhands (edited 01-27-2010 @ 11:30 PM).]

posted 28 January 2010 08:33 AM EDT (US)     831 / 919  
@ Hammerhands
I'm glad I could help.

QVs are just a way of storing numbers and using them in triggers, but without having to explicitly state the number and having the benefit of being able to change it whenever we want.

Using the previous example, we have a QV named XP to keep track of experience gained from killing enemy units and a QV named Level_Cost that tells us how much XP needs to be in order to level up. We can put this in a loop with QV Compare because we can modify the Level_Cost and have infinite levels. If we wanted to do levelling without QVs we could do something like this -

Trigger - Level_02
[X] Active
[_] Loop
[_] Run Immediately
Priority = High

Conditions
Stat Value
Player = 1
Stat = Units Killed Cost
Operator is >=
Value = 1000 (This is the level cost)

Effects
..Level_Up_Stuff..

The problem with this is that you'd have to do a trigger for each level as you have to explicitly state the level cost.

@ ScionOfWar
You can also use VarType="string" for Player and that will let you input players 0 to 12 as well as use QVs with "+ trQuestVarGet("QVName") +"
posted 28 January 2010 08:42 AM EDT (US)     832 / 919  
as well as use QVs with "+ trQuestVarGet("QVName") +"
Wrong Perp, that's inside quotes (like a chat), it is just trQuestVarGet("QVName") in this case

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 28 January 2010 08:55 AM EDT (US)     833 / 919  
Thanks, lostrozzacavalli (the horse strangler?), that makes sense.

You know, I don't think I've ever actually inputted either "+ trQuestVarGet("QVName") +" or trQuestVarGet("QVName") into a parameter field in the trigger editor. I usually just make myself a QV version of the Effect.
posted 28 January 2010 09:27 AM EDT (US)     834 / 919  
(the horse strangler?)
How... How... Oh shame

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 28 January 2010 07:30 PM EDT (US)     835 / 919  
thanks scion. The time in the future when I finally start aom again will be so amazing, I have like 10+ new great triggers.

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 28 January 2010 08:46 PM EDT (US)     836 / 919  
posted 31 January 2010 08:49 AM EDT (US)     837 / 919  
Just posted this in the TRT for Joka, might as well include it in CASTWCRT
   <Effect name="Sound Filename Random">
<Param name="Max" dispName="Number of Sounds 1-6" varType="long">6</Param>
<Param name="Sound01" dispName="Sound 1" varType="sound">default</Param>
<Param name="Sound02" dispName="Sound 2" varType="sound">default</Param>
<Param name="Sound03" dispName="Sound 3" varType="sound">default</Param>
<Param name="Sound04" dispName="Sound 4" varType="sound">default</Param>
<Param name="Sound05" dispName="Sound 5" varType="sound">default</Param>
<Param name="Sound06" dispName="Sound 6" varType="sound">default</Param>
<Command>trQuestVarSetFromRand("SoundFilenameRandomQV", 1, %Max%, true);</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 1){</Command>
<Command>trSoundPlayFN("%Sound01%", -1, "","");</Command>
<Command>}</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 2){</Command>
<Command>trSoundPlayFN("%Sound02%", -1, "","");</Command>
<Command>}</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 3){</Command>
<Command>trSoundPlayFN("%Sound03%", -1, "","");</Command>
<Command>}</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 4){</Command>
<Command>trSoundPlayFN("%Sound04%", -1, "","");</Command>
<Command>}</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 5){</Command>
<Command>trSoundPlayFN("%Sound05%", -1, "","");</Command>
<Command>}</Command>
<Command>if (trQuestVarGet("SoundFilenameRandomQV") == 6){</Command>
<Command>trSoundPlayFN("%Sound06%", -1, "","");</Command>
<Command>}</Command>
</Effect>
(the horse strangler?)
How... How... Oh shame
I'm right? I had another guess in mind too

strozza -> strangle -> hung
cavalli -> horse

lostrozzacavalli -> hung like a horse
posted 31 January 2010 12:10 PM EDT (US)     838 / 919  
Oh no Perpetual... You were right, that's the shame!

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 31 January 2010 02:16 PM EDT (US)     839 / 919  
posted 31 January 2010 02:27 PM EDT (US)     840 / 919  
ahah Hail

BTW don't fire me for the name, it's not as cruel as it could seem, I will explain why I choosed it one time

And no, it isn't because it was hard to translate xD

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 February 2010 08:15 AM EDT (US)     841 / 919  
Ok so, it's time to realease
If it's right for you, for me it would be fine if you all send me your typetest and I add all of them with my one to a new typetest (the name is to be chosen too, CASTWCRT pack.xml doesn't sound really good to me :/), then I send it to you and you say me "ok that's good" or "please modify here and there".
If this way is fine for you, email at scacchisti@gmail.com

If it is not, then discuss

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 February 2010 08:21 AM EDT (US)     842 / 919  
MAIN POST UPDATED!!!!!!

castwcrt rip 2010-2010
posted 03 February 2010 11:46 AM EDT (US)     843 / 919  
I haven't really made a single trigger that hasn't been done before or better, except for maybe the easy QV Code.

~Guard of Olympus ~
_______________________________________
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Learn how to create a website from scratch!
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Dark Times|My work (4.6)|Teaser #2
posted 03 February 2010 06:55 PM EDT (US)     844 / 919  
I do not have many of mine, and many can still be made.

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 04 February 2010 09:54 AM EDT (US)     845 / 919  
I only made one

castwcrt rip 2010-2010
posted 04 February 2010 10:45 AM EDT (US)     846 / 919  
So should we just dissolve CASTWCRT without put out a pack?!
It doesn't matter how many you have I think...

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 04 February 2010 10:48 AM EDT (US)     847 / 919  
posted 04 February 2010 11:37 AM EDT (US)     848 / 919  
Secret rpg effects?!

Will these ever be released to the general public after you use them in an awesome scenario, or will they remain secret forever?

My Work: Zombie Goliath texture mod -- My Screenshots -- Current Projects: Lost In Darkness
Member of: Black Ice Studios
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posted 04 February 2010 02:14 PM EDT (US)     849 / 919  
They'll be released after I release the RPG I'm working on.

They're probably not as exciting as the 'secret' makes them sound - they let me more easily create named characters with a specified class, have triggers that work only for a specified class and have NPCs interact with the characters by name.

You could probably achieve a lot of what they do by using QV Strings and stuff.
posted 07 February 2010 02:11 PM EDT (US)     850 / 919  
PERPETUAL YOU ARE BLUE!!!!!

At last, some color in CASTWCRT!

castwcrt rip 2010-2010
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