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Topic Subject: MP Triggers
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posted 24 November 2009 09:38 AM EDT (US)   
The MP Triggers
The triggers which will make the life of the multiplayer scenario desinger easier


The new MP triggers remember the "player range" triggers, but in a larger way. Let's start explain:

Whoever: What is an MP trigger?
lostrozzacavalli: The MP triggers use a variable, called "mp", instead of the player number.

Whoever: What is the difference?
lostrozzacavalli: That variable can represent more than one player at the same time

Whoever: How can anyone choose how many player are included in that variable?
lostrozzacavalli: Simply: all the MP triggers need to start with the following effect:



That can of course be modified including the players 11 and 12 and variables:



Then you need to add an "MP Setup End" to the end


Whoever: Ok, then?
lostrozzacavalli: Then you need to add the MP effects. I make an MP version of almost every trigger that needs a Player parameter. As it is obvious, these triggers can only change that parameter, there will never be a "MP change unit type", but a "MP change type in area".
Now try them out with the effect: "MP Send Chat":




In-game:


I set it up for player 1--->4, and it makes a chat effect for every of them.

Whoever: It's not so good if I can't make the name/the color of the player...
lostrozzacavalli: But you can! you only need to replace {playername(1)} with {playername("+mp+")} and <color={playercolor(1)}> with <color={playercolor("+mp+")}>:




Whoever: Ok, so with these triggers you can only make multiple effects without copy, it's not so great...
lostrozzacavalli: No! You can do a lot of different things, because of the "MP conditionals"!

Whoever: Wow, how they work?
lostrozzacavalli: Simply: they check if the condition you put is valid for every player, starting with the first. E.G. if you put (in MP Setup Start) 0---->12 it will check if the condition is valid for player 0, if it is it actives the effect(s), if it is not it doesn't active, then check for player 1... until player 12.
Just as an example, see these images:



There is a villager for p1,p3,p4,p5,p6,p7,p9,p10 and p12, but not for p0,p2,p8 and p11. Then I set an MP for p0--->12, and I put as condition MP Player population (==0) and as effects MP grant God Power (bolt) and MP Send Chat. Now look:



The players who have received the bolt are those players that don't have a villager (population==0). Without the MP triggers you would need 52 effects for p0---->12 and 16 for p1--->4, with them only 6.


Whoever: Sounds cool, but as I will need to put it on loop for something like Victory Conditions, how can they stop themselves after being actived? Quest Vars can't be used...
lostrozzacavalli: This is a bit tricky, but use the Quest Vars is possible. I created the effects: "MP QV Set/Modify/Modify2/Randomize" where you can choose the name of the variable, and the number of the affected player will be added to it. E.G. if you have a Setup 0----->12, and you put a MP QV Set with the Var "Player" to 1, will be set to 1 the variables Player0,Player1,Player2---->Player12. Then just use "MP Conditional QV Check", and that's all.

Whoever: Could you make me an example?
lostrozzacavalli: Yes, these are the victory conditions for 6 players (but it is the same with any number):

Trigger1
Active, loop, run immediatly (if you want), high priority
Conditions
Always
Effects
MP Setup Start (1---->6)
MP Conditional Unit Count (Anubite, ==0)
MP Conditional Quest Var Check (Player, ==0)
MP Set Player Defeated
Sound Filename
MP Send Chat
(<color={playercolor("+mp+")}> {playername("+mp+")} has lost!)
MP Quest Var Set (Player, 1)
MP Conditional zEND
MP Conditional zEND
MP Setup end



The MP US Triggers


Whoever: This is not enough for me... I would like a unit system, but this seems to be not possible, so I think your triggers can't help me...
lostrozzacavalli: You were true, but now I've uploaded the pack including the new MP US Triggers!

Whoever: Uh, wow, for what does US stand for?
lostrozzacavalli: It stands for "Unit Setup". Let's have a look:



This is the main trigger. Here you choose a unit and assign to it a player. You can choose at least 3 units for trigger, but you can use multiple triggers (E.G. 3 trigger for 9 players). If you want choose less then 3 simply leave "-1" in the player space.
This trigger doesn't need to be included between the MP Setups, I'd suggest to set it before "MP Setup Start:




e "Unused Var" is the name of the Quest Var that holds the selected units' stored IDs. You can of course use more than one setup, you only need to specify an other QV.

Whoever: Ok, what are the uses of this?
lostrozzacavalli: It's really simple: while before you was only able to use MP conditions and effects for the player parameters, now you can with units too! The new triggers are called "MP US" so they are at the end of the list of the MP effects so they can't be confused and remember you that you need a "MP Multiple Units Setup" before start using them. You can of course work with MPs and MP USs combined, this is an example:

Trigger1
Active, loop, run immediatly (if you want), high priority
Conditions
Always
Effects
MP US Multiple Units Setup (2x), (Var=MPUS)
MP Setup Start (1---->6)
MP US Conditional Distance to point (MPUS)
MP conditional Player Resource Count (gold>=50)
MP Grant God Power (bolt)
MP Resources (gold,-50)
MP Send Chat (<color={playercolor("+mp+")}> {playername("+mp+")} has bought a bolt!)
MP US Teleport to unit ONLINE
MP Conditional zEND
MP Conditional zEND
MP Setup end






Whoever: Ok, now I'm convinced. Where can I download them?
lostrozzacavalli: here

FAQ


  • I like the QV system, but I think there's not a way for include it into the chat... E.G. I have some MP triggers which, with MP QV Modify, allow me to add some points (made with QVs) to the players. The problem is that when the player is defeated, I don't know how to show his points into the chat. Is it possible?

    Actually it is possible, you need to write:
    "+trQuestVarGet("QVNAME"+mp)+" (E.G. "+trQuestVarGet("Player"+mp)+")
    if the QV is within the MP Setups,
    "+trQuestVarGet("QVNAMEPLAYERNUMBER")+" (E.G. "+trQuestVarGet("Player1")+" for player 1)
    if it is outside


  • ARGHHHH!! I want to set some MP Triggers for Players 1---->12 but not for Player 6... Need I two setups?

    No, just add "MP Conditional is NOT MP Player" immediatly after "MP Setup Start". The trigger will check for the players but avoid that player.

  • I'd like to have a player a bit overpowered in my MP triggers, is this possible?

    Obviously, just use "MP Conditional is MP Player"

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    [This message has been edited by lostrozzacavalli (edited 04-05-2010 @ 07:46 AM).]

  • Replies:
    posted 19 January 2010 08:54 AM EDT (US)     76 / 114  
    Just done it

    The setup you need to set is:

    MP Setup Start {1,10}
    MP QV Set as cost of last unit killed {Food}
    MP Conditional Quest Var Set {Food, >0}
    MP Grant Resources {food, trQuestVarGet("Food"+mp)}
    MP Quest Var Set {Food, 0}
    MP Conditional zEND {}
    MP Setup End {}


    EDIT: I forgot to say, you need to redownload

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    [This message has been edited by lostrozzacavalli (edited 01-19-2010 @ 08:55 AM).]

    posted 20 January 2010 08:56 AM EDT (US)     77 / 114  
    Thanks for that it worked fine, now I need to find out if a player is alive and all the other players are dead then it sets the player as won and ends the game.

    I dont really no how to do that with MP triggers

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    posted 20 January 2010 09:49 AM EDT (US)     78 / 114  
    I just looked this over. Nice idea, lostrozzacavalli.



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    posted 20 January 2010 01:08 PM EDT (US)     79 / 114  
    @Elrich: Thanks, comments like that are really appreciated

    @EXOLAR: That would have been really really hard to do... before I did "MP Victory Conditions", which was already included in the pack (you don't need to redownload it)
    It lets you choose which unit count need to be =0 for loser players and >0 for the winner, then you can choose the message and if you want playername/color showed up

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    posted 20 January 2010 10:19 PM EDT (US)     80 / 114  
    ok thanks, I thought I had to do mp conditionals is alive or something but then I realised it wouldn't work so I just got lost.

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    [This message has been edited by xEXOLARx (edited 01-26-2010 @ 00:33 AM).]

    posted 26 January 2010 00:33 AM EDT (US)     81 / 114  
    I've decided I'm going to spend hours changing most of my RPG triggers into MP triggers.

    Can you make..
    MP Conditionals Player Resigned
    MP US Conditionals Is Type
    MP US Change Name

    EDIT2: is it also possible to do MP QV Strings?

    So what you do is you type in a sentance or a name and you assighn a quest variable like name1.

    EG: QV=name1{string="John has died!"}
    QV=name2{string="Dan has died!"} etc

    or something so when you use MP Send Spoofed Chat String/QV you input the quest var name.

    My Upcoming website!
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    [This message has been edited by xEXOLARx (edited 01-26-2010 @ 02:33 AM).]

    posted 26 January 2010 07:45 AM EDT (US)     82 / 114  
    I've decided I'm going to spend hours changing most of my RPG triggers into MP triggers.
    Do you mean some precedent RPGs? What would be the point of this, if they worked without too?

    yes you can do of course:

    MP Setup Start
    MP US Conditional Player Resigned
    MP US Conditional is type
    MP US Change name
    MP Conditional zEND
    MP Conditional zEND
    MP Setup End


    About "MP QV Strings" yes they are completely possible, I will update soon with them as you requested

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    posted 26 January 2010 08:46 AM EDT (US)     83 / 114  
    well the point of it is to clean my RPG up of multiple triggers which I wouldnt need, less triggers = less load time and less problems

    EDIT: Sorry but I didn't really understand what you said here.
    yes you can do of course:

    MP Setup Start
    MP US Conditional Player Resigned
    MP US Conditional is type
    MP US Change name
    MP Conditional zEND
    MP Conditional zEND
    MP Setup End
    these effects don't exist, I want them to be made.

    MP Conditional Player Resigned
    MP US Conditional is type
    MP US Change name

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    [This message has been edited by xEXOLARx (edited 01-26-2010 @ 08:52 AM).]

    posted 26 January 2010 08:54 AM EDT (US)     84 / 114  
    Ah ok that's fine.

    BTW as you're here, for MP QV Strings I would do the following effects:

    MP QV Multiple String Setup

    Let you choose the players and the written, like Unit/Army/Vector Setup, so like:

    QV String Name: MPQVS
    Written: Toni
    For Player: 1
    Written: XEXOLAR
    For Player: 2
    Written: RIP
    For Player: 3

    MP QV String Set/Modify/Copy

    As the normal QV, but using QV Strings

    MP Send Chat With QV String/MP US Change Name by QV String

    To let you use the QV Strings in a more comfortable way, as if as you could already add them everywhere by using "+trStringQuestVarGet("QVS Name"+mp)+"

    Are these effects enough for you or you like more ones?

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
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    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
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    [This message has been edited by lostrozzacavalli (edited 01-26-2010 @ 09:15 AM).]

    posted 26 January 2010 10:29 AM EDT (US)     85 / 114  
    It's updated with all your requests

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    posted 26 January 2010 11:14 AM EDT (US)     86 / 114  
    hey I need you to edit MP QV String Set TL cus player number doesnt exactly work.

    It would have to be like

    QV string name: playernames
    Text before: {playername(
    Add player number: on
    Text after: )}

    and can you make me QV Change name by QVS? and QV Change name by QV.

    'cus QV Change Name only works with a source unit.

    thanks in advance.

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    [This message has been edited by xEXOLARx (edited 01-26-2010 @ 11:18 AM).]

    posted 26 January 2010 11:28 AM EDT (US)     87 / 114  
    Hey, Exolar, tomorrow I get my online AoM, so just tell me if you're up for a game.

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    posted 26 January 2010 08:30 PM EDT (US)     88 / 114  
    @lost...or anyone who may know how to do this

    how do i use the mp army deploy to deploy a random players army from player 1 - 8

    right now i have it set up like this

    trigger
    [x]active
    [_]loop
    [_]run imm

    cond
    always

    effect
    mp randomized setup start (times run = 1)(player 1-8)(reset = off)
    mp vas army deploy TL(x8)for each player)
    mp send spoof chat
    mp setup end

    and as i expected, it deployed all 8 players units but the send spoof chat said player 7 got the unit

    what do i do to make it so only 1 players units deploys?

    EDIT:Ok nvm the above question...i figured out what i was doing wrong....but now i have another problem

    ok being that i got the above question to work....how do i stop it from deploying units belonging to players that are already defeated?

    EDIT 2:Lmao, ok these triggers are actually quite simple to figure out....so now i figured out my 2nd question....and now another problem arises.....if a player is already defeated, that players unit wont deploy....but now for some reason, no unit will deploy at the time its suppose to deploy...and i assume the reason is the unit wants to deploy for that defeated player but sense the player is already defeated, it wont deploy, therefore, no unit will be deployed at all....so pretty much if theres 8 players playing, 5 of those players are defeated, leaving 3 players left alive, it would just be pure luck that the trigger manages deploy the unit for one of the alive players.

    so the question i have is, how do i make it NOT based on luck? how do i make it so that every time the trigger activates, it WILL ALWAYS deploy a unit for one of the alive players?

    right now my setup is:

    trigger
    [x]active
    [x]loop
    [_]run imm
    high prio

    cond
    timer = 20

    effect
    mp randomized setup start (times run = 1)(player 1-8)(reset = on)
    mp vas multi armies setup TL (x3)for the 8 player)
    mp cond player active
    mp vas army deploy TL
    mp send spoof chat
    mp cond zend
    mp setup end

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    [This message has been edited by Joka_003 (edited 01-26-2010 @ 09:34 PM).]

    posted 26 January 2010 09:19 PM EDT (US)     89 / 114  
    These triggers look like they could be used to create some unique effects in RPG's or really useful to make a puzzle.

    Meh
    posted 27 January 2010 00:37 AM EDT (US)     90 / 114  
    the only way I could probably imagin that is if you could disable players from the randomisation after they are set defeated, so maby a MP QV Conditional is NOT MP Player where you can turn the effect on or off with a quest variable; so if a player resighned or is defeated you can set a quest var to fire event that effect. But that effect doesn't exist right now and sss94 might figure out a better way to do it.

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    [This message has been edited by xEXOLARx (edited 01-27-2010 @ 00:40 AM).]

    posted 27 January 2010 00:50 AM EDT (US)     91 / 114  
    so i would need to make a separate trigger? or put it in the same army deploy trigger?

    and what exactly would the trigger setup look like?

    cause from the looks of it, i would need an 'mp set player as not mp' ....or does the player automatically become 'not mp' when defeated?

    Who loves random god powers?:LeapinG GoD PowerS
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    Can you make it pass the street?: Frogger>>>>
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    [This message has been edited by Joka_003 (edited 01-27-2010 @ 00:55 AM).]

    posted 27 January 2010 07:35 AM EDT (US)     92 / 114  
    Uh sorry Joka (Thanks to consider MP Triggers BTW ) and EXOLAR, I'm really busy now, I will have a look at your request/problems later on.

    EDIT: just answering this simple question:
    so the question i have is, how do i make it NOT based on luck? how do i make it so that every time the trigger activates, it WILL ALWAYS deploy a unit for one of the alive players?
    Just create all the Army Setups and then use the normal setup instead of the randomized one
    It should be like:

    MP vAS Multiple Armies Setup (Player 1, PlrArmy1, Player 2, PlrArmy2, Player 3, PlrArmy3)
    MP vAS Multiple Armies Setup (Player 4, PlrArmy4, Player 5, PlrArmy5, Player 6, PlrArmy6)
    MP vAS Multiple Armies Setup (Player 7, PlrArmy7, Player 8, PlrArmy8, --------)
    MP Setup Start
    MP vAS Army Deploy
    MP Setup End

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    [This message has been edited by lostrozzacavalli (edited 01-27-2010 @ 07:42 AM).]

    posted 27 January 2010 07:52 AM EDT (US)     93 / 114  
    is that going to randomly choose an army to deploy?

    Edit: ok that setup doesnt work....it just deploys every players army.....i only want ONE random players army to be deployed o_O

    if i cant get this done with mp triggers ill have to do it the normal way.....and thats gonna require me to make 3 triggers for each players (24 triggers total) ... and theres also several other random events that will require me to use this method (24 x 3-4 = 72-96 triggers)

    ughhh, please figure out a way lost lol

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    [This message has been edited by Joka_003 (edited 01-27-2010 @ 08:23 AM).]

    posted 27 January 2010 08:29 AM EDT (US)     94 / 114  
    lol what you do wrong is this:

    mp vas army deploy TL(x8)for each player)


    You need to do it once

    MP Randomized Setup Start (1 time, Player 1--->8)
    MP vAS Army Deploy (This basically choose from one of the 8 armies you need to set before)
    MP Setup End

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    posted 27 January 2010 08:39 AM EDT (US)     95 / 114  
    i know, thats what i did before...i figured that out

    the problem im having is that even tho a player is defeated, it will still try to deploy for that defeated player.....i want the trigger to ignore defeated players and only deploy for the players that are alive

    is this possible? if it isnt than ill get started on my vast amount of normal triggers

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    Are You Strong Enough To Lift An Elephant?Dodge Elephant
    posted 27 January 2010 10:47 AM EDT (US)     96 / 114  
    @Joka: About that "ignore defeated players" is it for random thing (that run one time) or not?

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    posted 27 January 2010 02:13 PM EDT (US)     97 / 114  
    yea its kinda for the random thing

    cause the random deploys units for defeated players, which i dont want

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    Get Four In A Row:Connect ~ Four
    Are You Strong Enough To Lift An Elephant?Dodge Elephant
    posted 28 January 2010 07:46 AM EDT (US)     98 / 114  
    If you use this setup:

    MP Randomized Setup Start
    MP Conditional Player NOT Defeated
    (This condition was not included, you need to redownload the pack)
    MP vAS Army Deploy
    MP Conditional zEND
    MP Setup End


    If the player is defeated, though, this setup won't deploy the army to anyone, if you want it to be deployed anyway, please tell me and I'll find an other way

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    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
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    posted 28 January 2010 01:34 PM EDT (US)     99 / 114  
    ok right now i have setup like this:

    trigg all
    cond = timer 5
    eff = fire random event = trigg player 1a, trigg player 2a, etc.
    ----------------------------------------------------------------------------
    trigg player 1a
    cond = always
    eff = fire event (x2) = fires trigg player 1b and trigg player 1c

    trigg player 1b
    cond = player active = player 1
    eff = deploy unit, disable trigger = trigg all, player 1a-1b-1c, player 2a-2b-2c, etc.

    trigg player 1c
    cond = player NOT active = player
    eff = fire event = trigg all

    see how that setup is? it will deploy a unit for a random active player...if the it tries to deploy a unit for a player thats NOT active than that trigger will fire the random event over and over again until it finds an active player

    so thats how i want the setup to be. if its possible for you to do it like this with the mp triggers, that would be awesome

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    [This message has been edited by Joka_003 (edited 01-28-2010 @ 01:36 PM).]

    posted 28 January 2010 03:02 PM EDT (US)     100 / 114  
    Yes it is completely possible... now that I updated the pack with "Loop While"

    So first of all redownload it, then you'll see the effect "Loop While" (It's not really an MP trigger, although it's really useful)

    It does the effect between it and "End If/Loop" (which you should have, if you don't use a Conditional zEND, it does the same function but it's a bit uglier) WHILE the QV you select is ==,>=,<=,>,< to the value you put.

    So the following setup should work:

    Loop While {QV, ==0}
    MP Randomized Setup Start
    MP Conditional Player NOT Defeated
    MP vAS Army Deploy
    Quest Var Set {QV, 1}
    MP Conditional zEND
    MP Setup End
    End If/Loop (or conditional zEND)


    As you can see, the loop will stop only when it find a not defeated player ;)

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