ARMY PATROL EFFECTS
The Army Patrol effects in this pack are similar to the Army Patrol effects in my x RPG Effects pack, but expand on them and allow you to have armies move through 20+ waypoints instead of just 4.
How to use this pack
Copy the xml file to:
C:\Program Files\Microsoft Games\Age of Mythology\trigger2
For a simple patrol where the army follows the points in order, in the Editor, set up a looping trigger for the patrol with a condition Timer:Second = 1 (or more), add in Army Patrol Link effects and set the Patrol ID and the Army to same thing for each effect, set the waypoints, set whether to attack or not and in the last effect set Return to start to either on or off depending on whether you want the army to go back to the first waypoint or stop at the last waypoint.
For example: Trigger - Patrol_1_Normal
[x] Active
[x] Loop
[_] Run Immediately
Priority = High
Conditions Timer
Seconds = 1+
Effects Army Patrol Link 1-3
Patrol Id = P1 (Unique to each patrol, used in subsequent Army Patrol Link effects to join them together)
Army = MyArmy
Set Area = Waypoint 1
Set Area = Waypoint 2
Set Area = Waypoint 3
Return to start = OFF (OFF means army will continue to points in next effect or stop if no next effect)
Attack Move = ON (if you want them to attack)
Army Patrol Link 4-6
Patrol Id = P1
Army = MyArmy
Set Area = Waypoint 4
Set Area = Waypoint 5
Set Area = Waypoint 6
Return to start = OFF
Attack Move = ON (if you want them to attack)
Army Patrol Link 7-9
Patrol Id = P1
Army = MyArmy
Set Area = Waypoint 7
Set Area = Waypoint 8
Set Area = Waypoint 9
Return to start = ON (ON means after the last point, the army will go to waypoint 1)
Attack Move = ON (if you want them to attack)
For a random patrol, where the army will go to the waypoints in a random order, set up a similar trigger to the normal patrol but in the Army Patrol Random 1-3 effect you set a Max Waypoints parameter which should correspond to how many points you set.
The difference between Army Patrol Random 1-3 and Army Patrol Random 1-3 Plus is that with the first, the army will go to the waypoint before choosing a new waypoint whereas with the second, it will choose a new waypoint to send the army to each time the trigger loops (set your Timer condition to more than 1!) regardless of if the army is at a waypoint or not, creating much more random movement.
For example: Trigger - Patrol_2_Random
[x] Active
[x] Loop
[_] Run Immediately
Priority = High
Conditions Timer
Seconds = 1+
Effects Army Patrol Random 1-3 or Army Patrol Random 1-3 Plus
Patrol Id = P2
Army = NewArmy
Max Waypoints = 11
Set Area = Waypoint 1
Set Area = Waypoint 2
Set Area = Waypoint 3
Attack Move = ON (if you want them to attack)
Army Patrol Random 4-7
Patrol Id = P2
Army = NewArmy
Set Area = Waypoint 4
Set Area = Waypoint 5
Set Area = Waypoint 6
Set Area = Waypoint 7
Attack Move = ON (if you want them to attack)
Army Patrol Random 8-11
Patrol Id = P2
Army = NewArmy
Set Area = Waypoint 8
Set Area = Waypoint 9
Set Area = Waypoint 10
Set Area = Waypoint 11
Attack Move = ON (if you want them to attack)