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Topic Subject: The AoE3 Trigger Request Thread - ES look here!
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posted 01-31-05 09:15 AM EDT (US)   
Hello, I’m Tevious and I’ll be your host for this topic . In this thread, I have compiled an in-depth list possible conditions and effects to add to Age of Empires III as well as some updating of some existing triggers. And I've added a list of some other editor features we would like to see in the editor. The point of this thread is to let Ensemble Studios know what features we would like to see added to the editor. As much as we might love for them to make just about all these features, it’s unlikely that they will .

If you have any suggestions not in here, please feel free to post them and I’ll add them to the list. Or if you have any comments or corrections to make, please do so as well.


Age of Empires III – Ultimate Trigger Wishlist v1.5

General Parameter Key

- Source player: 1 (default), 2, 3, 4, 5, 6, 7, 8, 0 (Gaia), or Any. ("Any" won't always apply.)

- Target player: 1 (default), 2, 3, 4, 5, 6, 7, 8, 0 (Gaia), or All. ("All" won't always apply.)

- Source objects: All Units and Buildings, All Units, All Buildings, Selected Units, Protounit, Units In Army, or Units Within Area. (Some of these won't always apply.)

- Target objects: All Units and Buildings, All Units, All Buildings, Selected Units, Protounit, Units In Army, or Units Within Area. (Some of these won't always apply.)

- Operations: == (default), >, <, >=, <=, or !=.

- Amount: Entered amount (integer) or a quest var (rounded float). (You should be able to place a +, -, *, or / sign before the number entered to add, subtract, multiply, or divide to/from the current amount. Otherwise, the effect sets the amount as equal to the number entered.)

- Radius: Entered amount (float) or a quest var (float).
(Include a "Show" button that would create a circle around the target object/point that is of the approximate radius.)

- Reset to default: On or Off (default). (Resets the stat of the effect to the default amount.)


In addition to the conditions and effects included in Age of Mythology and The Titans (aside from ones that wouldn’t work in AoE3, such as God Power Triggers), please have the following NEW triggers added to Age of Empires III:

Conditions

Destroyed Objects By Source – Condition in which the specified player or units must have destroyed the specified objects.
Parameters:
- Source player.
- Source objects.
- Target player.
- Target objects.
(ie, if the source is an army of player 1 and the target is "All Buildings" of player 2, then that army must destroy all buildings of player 2 for the condition to be met.)

Home City Level - Condition in which the player's home city level must meet the operaton's requirement to the specified amount.
Parameters:
- Operations.
- Amount.
(Credit to Mythos_Ruler.)

Player Count - Condition in which the number of active players must meet the operaton's requirement to the specified amount.
Parameters:
- Operations.
- Amount.

Player Culture - Condition in which the player must be of the specified culture.
Parameters:
- Source player.
- Culture.
(Credit to Mythos_Ruler.)

Player Resigned - Condition in which the specified player has resigned.
Parameters:
- Source player.

Unit HP – Condition in which the specified object’s HP must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit HP Percentage – Condition in which the specified object’s HP percentage must meet the operation’s requirement to the specified percentage.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit Armor – Condition in which the specified object’s armor must meet the operation’s requirement to the specified percentage amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
- Armor type.

Unit Attack – Condition in which the specified object’s attack must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
- Attack type.

Unit Has Name – Condition in which the specified object’s name must be the specified name.
Parameters:
- Selected unit.
- Name (string).

Unit Has Portrait – Condition in which the specified object’s portrait must be the specified portrait.
Parameters:
- Selected unit.
- Portrait.

Unit Has Scale Size – Condition in which the specified object’s size must be at the specified amounts.
Parameters:
- Selected unit.
- X value: Entered amount (float) or a quest var (float).
- Y value: Entered amount (float) or a quest var (float).
- Z value: Entered amount (float) or a quest var (float).
(Leave a value blank if any amount will do.)

Unit Has Stance – Condition in which the specified object’s stance must be the specified stance.
Parameters:
- Selected unit.
- Stance: Aggressive, Defensive, or Passive.

Unit Heading – Condition in which the specified object’s heading must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Heading: Entered amount (float) or a quest var (float).

Unit HP Generation Amount – Condition in which the specified object’s regeneration or degeneration HP amount must meet the operation’s requirement to the specified HP amount.
Parameters:
- Selected unit.
- Operations.
- Amount.
(ie, if the operation is set as > and the amount set at -3 HP, then if the unit has a generation amount at -2 or higher, the condition is met.)

Unit HP Generation Rate – Condition in which the specified object’s regeneration or degeneration rate must meet the operation’s requirement to the specified rate.
Parameters:
- Selected unit.
- Operations.
- Rate: Entered amount (float) or a quest var (float), in seconds.
(ie, if the operation is set as > and the rate set at 2 seconds, then if the unit has a generation rate at 3 or higher, the condition is met.)

Unit Is Type – Condition in which the specified object’s protounit must be the specified protounit.
Parameters:
- Selected unit.
- Protounit.

Unit Line of Sight – Condition in which the specified object’s Line of Sight must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit Max HP – Condition in which the specified object’s Max HP must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit Range – Condition in which the specified object’s range must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit Speed – Condition in which the specified object’s speed must meet the operation’s requirement to the specified amount.
Parameters:
- Selected unit.
- Operations.
- Amount.

Unit Stat Value – Condition in which a the specified units' stat value must meet the operation’s requirement to the specified amount.
Parameters:
- Source player.
- Source objects.
- Stat value: Enemy Units Killed, Enemy Buildings Destroyed, Units Killed Cost, Buildings Destroyed Cost, or Units Converted (if in AoE3).
- Operations.
- Amount.
(This condition will count the number of kills, razzings, or converted units made by the selected units. If there is more than one unit selected, the number becomes the total of all the units. It then compares that number to the amount entered.)

Effects

Building Enable Unit - Effect which enables a building to train the specified unit.
Parameters:
- Source player.
- Source objects.
- Protounit.
(Credit to Siewart.)

Building Enable Tech - Effect which enables a building to reasearch the specified technology.
Parameters:
- Source player.
- Source objects.
- Technology.
(Credit to Siewart.)

Camera Unit Follow – Effect which makes the camera lock on to a unit by centering itself on that unit and following it.
Parameters:
- Selected unit.
- Zoom distance: Entered amount (float) or a quest var (float).
- Tilt angle: Entered amount (float) or a quest var (float).
- Mode: On (default) or Off.
(This basically would give us a third person view of a unit, which would be an awesome feature in an RPG scenario.)

Change Tech Description - Effect which can change a technology's description.
Parameters:
- Technology.
- Description (string).
- Reset to default.
(Credit to Siewart.)

Change Tech Name - Effect which can change a technology's name.
Parameters:
- Technology.
- Name (string).
- Reset to default.
(Credit to Siewart.)

Change Unit Armor - Effect which can change a unit's armor.
Parameters:
- Source player.
- Source objects.
- Amount.
- Armor type.
- Reset to default.
(In AOM, we had hack, pierce, and crush armor types.)

Change Unit Attack - Effect which can change a unit's attack.
Parameters:
- Source player.
- Source objects.
- Amount.
- Attack type.
- Reset to default.
(In AoM, we had hack, pierce, and crush attack types.)

Change Unit Description - Effect which can change a unit's description.
Parameters:
- Source player.
- Source objects.
- Description (string).
- Reset to default.
(Credit to Siewart.)

Change Unit HP Generation - Effect which can change or provide an HP regeneration or degeneration ability to a unit. If the HP amount is set to 0, it turns off a regen or degen effect of a unit.
Parameters:
- Source player.
- Source objects.
- Amount.
- Rate: Entered amount (float) or a quest var (float), in seconds.
- Reset to default.
(ie, if set as +, the amount as 2, and the rate of 5, then every 5 seconds the unit gains 2 HP. Using -, you can have a poison affect. This trigger allows us to make our own hero units out of any unit.)

Change Unit Line of Sight - Effect which can change a unit's Line of Sight.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.

Change Unit Max HP - Effect which can change a unit's Max HP.
Parameters:
- Source player.
- Source objects.
- Amount.
- Attack type.
- Reset to default.
(ie, using = would set the HP amount as the Max HP, + would add the HP amount to the Max HP, / would divide the Max HP by the HP amount, ect.)

Change Unit Portrait – Effect which will change a unit’s portrait to the specified portrait.
Parameters:
- Source player.
- Source objects.
- Portrait.
(It’d be nice if we could choose from custom portraits too, without replacing existing ones by modding.)

Change Unit Projectile - Effect which will change a unit's projectile type to the specified projectile type.
- Source player.
- Source objects.
- Projectile type.
- Splash radius.
(Credit to Siewart.)

Change Unit Scale Size – Effect which can alter the size of unit(s).
Parameters:
- Source player.
- Source objects.
- X value: Entered amount (float) or a quest var (float).
- Y value: Entered amount (float) or a quest var (float).
- Z value: Entered amount (float) or a quest var (float).
- Duration: Entered amount (float) or a quest var (float), in milliseconds.
- Reset to normal.
(ie, if Z was set to say 0.1, then the unit would look like a pancake. Or if all values were set to 0, then the unit would be invisible. Duration determines how long it takes to scale from the original size to the new scaled size.)

Change Unit Range - Effect which can change a unit's range.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to normal.

Change Unit Speed - Effect which can change a unit's speed.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to normal.
(ie, can be used to create a run effect.)

Disable Trigger Group - Effect which turns off a Trigger Group's Active status.
Parameters:
- Trigger group.
(Trigger Groups should have their own Active status. Disabling a Trigger Group should turn off the entire group of triggers. Credit to oddy.)

Duplicate - Effect which copies the specified objects with all of it's stats and creates them in the specified location.
Parameters:
- Source player.
- Source objects.
- Army: None (default) or army name.
- Location: Selected object or point on map.
- Heading: Entered amount (float) or a quest var (float), in seconds.
- Stance: Aggressive, Defensive, or Passive.
(ie, if the source was units in area, the army set to "Plyr1Army11", the stance set to Passive, and the rest of the parameters were filled, then it would copy every unit within that area, set them in the army "Plyr1Army11", set their stance to Passive, and create them at the desired location with the desired heading. Credit to Divine kevo.)

Enable Trigger Group - Effect which turns on a Trigger Group's Active status.
Parameters:
- Trigger group.
(Trigger Groups should have their own Active status. Enabling a Trigger Group should turn on only the triggers in the group that are set as Active. Credit to oddy.)

Enable Unconcious Death - Effect which prevents a unit from having a permanent death and makes them unconcious instead.
Parameters:
- Source player.
- Source objects.
(This is the AoE3 equivalent of the AoM campaign hero's death. Credit to Lief Ericson.)

Export Quest Var - Effect that will create a log file of a quest var.
Parameters:
- Quest var (string).
(ie, if the quest var was named "TVS_HeroHP" and had the value 257, then it creates a file called "TVS_HeroHP.var" that includes the variable data of 257. This can be useful in campaigns if you want to export certain information stored in a quest var from one scenario and then use that information in the next or a later scenario of a campaign using the "Import Quest Var" effect. I could then use the "Change Unit HP" effect and give the hero 257 HP.)

Forbid And Disable Technology – Effect which prevents the specified technology from being researched.
Parameters:
- Source player.
- Technology.

Import Quest Var - Effect that will load an exported quest var.
Parameters:
- Browse: File name (.var).

Quest Var Store Chat - Effect which stores a player's next chat responce into a quest var.
Parameters:
- Source player.
- Quest var (string).
(If Quest Vars could contain strings, this effect would be much more useful. This effect isn't needed if "Chat Responce" is one of the Value types in Quest Var Store Data.)

Quest Var Store Data – Effect which stores the specified condition's data in a Quest Var.
Parameters:
- Quest var (string).
- Data type.
(This makes it possible to record the values of certain conditions. Data type should contain conditional values such as "Home City Level", "Stat Value", "Unit Stat Value", "Player Resource Count", "Player Population", "Player Unit Count", "Unit HP", "Unit Attack", "Unit LOS", ect.. If Quest Vars could contain strings, then there could be data types like "Unit Name" and "Chat Responce" that would do the same as "Quest Var Store Chat". If ES won't make this effect, I hope we at least get a "Quest Var Stat Value" and a "Quest Var Unit Stat Value" effect. Note: The best way to incorporate this might be to just add a parameter to all the conditions that apply and call it "Store data in". Then have a text box to write the Quest Var name, in which the data is stored.)

Save Progress - Effect which saves the game to the default save file.
Parameters:
(None)

Set Elevation - Effect which changes the elevation of the selected area.
Parameters:
- Target unit.
- Radius.
- Hieght: Entered amount (float) or a quest var (float).
- Allow smoothing: On (default) or Off.
(Credit to Auron_.)

Set Game Speed - Effect which changes the games speed to the specified speed setting.
Parameters:
- Game speeds: Slow, Normal, Fast.
(Credit to Mythos_Ruler.)

Set Player Culture - Effect which overrides a player's culture to the specified culture.
Parameters:
- Source player.
- Culture.
(Credit to Mythos_Ruler.)

Set Terrain - Effect which changes the terrain type of the selected area.
Parameters:
- Target unit.
- Radius.
- Terrain type.
(Credit to Auron_.)

Set Water - Effect which creates water within the selected area.
Parameters:
- Target unit.
- Radius.
- Water type.
- Beautify: On (default) or Off.
(Credit to Auron_.)

Unforbid And Enable Technology – Effect which re-allows the specified technology to be researched.
Parameters:
- Source player.
- Technology.


On another note, one problem with a lot of triggers is that there are sometimes several triggers that do the same things, but differently. Many of these triggers could be consolidated into a single trigger using additional parameter options. So, please have the following Age of Mythology and The Titans triggers updated or changed for Age of Empires III:

Conditions

Chat Contains – Condition in which a specified string of text appears in a player’s chat.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Message (string).
("Any" should be a choice of "Source player".)

Destroyed Objects – Condition in which the destruction of the specified objects must be met.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. All Buildings Dead, All Units Dead, All Units and Buildings Dead, Army is Dead, and Is Dead conditions become obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if set to "All Units and Buildings" and set to a player, then everything owned by the player must be destroyed for the condition to be met.)

Distance Between – Condition in which the specified distance between an object and another object or a point must be met.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. Army Distance to Point, Army Distance to Unit, Distance to Point, and Distance to Unit become obsolete.
Parameters:
- Source player.
- Source objects.
- Location: Selected object or point on map.
- Range: Entered amount (float) or a quest var (float).

Does Exist – Condition in which the specified objects must exist.
Update: This is an update of the Is Alive condition. Army is Alive and Is Alive become obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if set to "All Units and Buildings" and set to a player, then as long as any unit or building exist for that player, the condition is met.)

Percent Complete – Condition in which the specified building must meet the operation’s requirement to the specified percentage.
Update: This condition contains additional parameters.
Parameters:
- Selected object.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)

Player Resource Count – Condition in which a specified resource of a player must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Resource type: Food, Wood, or Coin.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)

Player Unit Count – Condition in which the number of the specified units of a player must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Operations.
- Amount.
(ie, if the player is set to 3, the source objects set as "All Units", the operator as >=, and the amount 20, then player 3 must own 20 or more units for the condition to be met. Also, Quest Vars should be allowed in the amount.)

Player Population – Condition in which the specified player’s population count must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
- Source player.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)

Quest Var Check – Condition in which a quest var’s data must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters. Quest Var Compare becomes obsolete.
Parameters:
- Quest var (string).
- Operations.
- Amount.
(By being able to type a quest var in the amount, Quest Var Compare becomes obsolete.)

Stat Value – Condition in which a specified stat value must meet the operation’s requirement to the specified amount.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Stat value: Tribute Received, Tribute Sent, Enemy Units Killed, Enemy Buildings Destroyed, Units Killed Cost, Buildings Destroyed Cost, Units Lost, Buildings Lost, Units Lost Cost, Buildings Lost Cost, Map Explored, Trade Profit, Military Count, Research Count Complete, Research Total Cost, Wonder Time, Raw Score, Relic High, Economic Unit High, or Units Converted (if in AoE3).
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)

Timer – Condition in which any further commands are delayed for the amount of time specified.
Update: This condition contains additional parameters. Timer ms becomes obsolete.
Parameters:
- Amount.
- Time type: Minutes, seconds (default), or milliseconds.
(Quest Vars should be allowed in the amount.)

Unit HP Percentage – Condition in which the specified object’s HP percentage must meet the operation’s requirement to the specified percentage amount.
Update: This condition is an altered version of Percent Damage and has additional parameters. Percent Damaged becomes obsolete.
Parameters:
- Selected unit.
- Operations.
- Amount.
(Quest Vars should be allowed in the amount.)

Unit Selected – Condition in which the specified object is selected by the specified player.
Update: This condition contains a combination of different AoM conditions that should be consolidated into one condition with additional parameters. Unit Type Selected becomes obsolete.
Parameters:
- Source player.
- Source objects.
(ie, if you choose Units In Army or Units Within Area, then if any of the units in the army or in the area are selected, the condition is met.)

Units Owned – Condition in which the specified units must belong to the specified player.
Update: This condition contains additional parameters. Army Owned becomes obsolete.
Parameters:
- Source player.
- Source objects.

Units Garrisoned – Condition in which the specified unit(s) must be garrisoned inside the specified object.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Target: Selected object.

Units In Area – Condition in which the specified unit(s) must be within the specified area.
Update: This condition contains additional parameters.
Parameters:
- Source player.
- Source objects.
- Target: Selected object.
- Radius.

Within Player LOS – Condition in which the specified unit(s) enter the specified player’s Line of Sight.
Update: This is an update of the Units in LOS condition with additional parameters. Army in LOS and Units in LOS become obsolete.
Parameters:
- Source player.
- Source objects.
- Target player.
(Choosing "Any" as the source player counts for all players aside from the target player. If multiple units are selected, then if any of those units enter the LOS of the player the condition will be fulfilled.)

Within Player Sight – Condition in which the unit(s) enter the view screen of the specified player.
Update: This is an update of the Visible to Player condition with additional parameters. Army Visible to Player becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Target player.
(Choosing "Any" as the source player counts for all players aside from the target player. If multiple units are selected, then if any of those units enter the view screen of the player the condition will be fulfilled.)


Effects

Branch Scenario - Effect that determines the next scenario to play after the current scenario ends.
Update: This effect is revised version of the effect Branch Scenario.
Parameters:
- Scenario name (string).
(I'm unsure what the original Branch Scenario effect was supposed to do, but this effect makes it possible to choose the order of scenarios in a campaign based on events in the current scenario. The campaign editor should allow you to compile each scenario that applys into the campaign file and then lets you choose the root scenario.)

Camera Track - Effect which plays a camera track.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Camera track.
(This effect should be able to be applied to a specific player or be set to ALL players.)

Change Unit HP - Effect which can change a unit's HP.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Damage Unit, Damage Units in Area, and Set Unit HP (which was added to AoM by Larmir) become obsolete.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.
(ie, if the amount is set as 20 then the current HP would be 20. If the unit has 60 current HP and the amount is set as +10 then the current HP would be 70. If the unit has 60 current HP and the amount is set as *2 then the current HP would be 120 as long as the Max HP is 120 or higher.)

Change Unit HP Percentage - Effect which can change a unit's HP based on the percentage of the unit’s maximum HP.
Update: This effect is an altered version of Damage Unit Percentage and has additional parameters. Damage Unit Percentage becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Amount.
- Reset to default.
(ie, if the percent amount is set as -20, and the unit has 80 Max HP with 60 current HP, the unit will then have 44 HP. If set as +10, the unit will then have 68 HP.)

Change Unit Name - Effect which can change a unit’s name.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Source objects.
- Name (string).
- Reset to default.

Change Unit Type – Effect which can change a unit’s type to a different type.
Update: This effect should include additional parameters. Change Units in Area and Army Change Type become obsolete.
Parameters:
- Source player.
- Source objects.
- Protounit.
- Reset to default.

Cinematic Mode - Effect which turns on cinematic mode.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Mode: On (default) or Off.
(This effect should be able to be applied to a specific player or be set to ALL players.)

Choice Dialog – Effect which displays a dialog that gives the player a choice of two options and fires the specified triggers based on the player’s choice.
Update: This effect should include additional parameters.
Parameters:
- Source player: Player #.
- Choice 1: Message (string) and trigger name.
- Choice 2: Message (string) and trigger name.
- Choice 3: Message (string) and trigger name.
- Choice 4: Message (string) and trigger name.
- Choice 5: Message (string) and trigger name.
(Add more choices. Make any choices that are not used just not show up in the dialog.)

Convert – Effect which can change the ownership of the specified objects to another player.
Update: This effect should include additional parameters. Army Convert becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Target player.

Create – Effect which can create unit(s) or a building at the desired location.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Army Deploy, Counter Add Unit, Unit Create, and Unit Create Multi become obsolete.
Parameters:
- Source player.
- Protounit.
- Army: None (default) or army name.
- Location: Selected object or point on map.
- Count: Entered amount (integer) or a quest var (rounded float).
- Heading: Entered amount (float) or a quest var (float), in seconds.
- Stance: Aggressive, Defensive, or Passive.
(If you select an object for the location, it will spawn near the object. If the object is a building and has a gather point, the units will move to that gather point. This gives the appearance that the units are being created by the building.)

Flash Unit – Effect which will flash the object(s) specified.
Update: This effect should include additional parameters. Army Flash becomes obsolete.
Parameters:
- Source player.
- Source objects.

Highlight Unit – Effect which will highlight the object(s) specified.
Update: This effect should include additional parameters. Army Highlight becomes obsolete.
Parameters:
- Source player.
- Source objects.

Music Mood - Effect which plays music tracks of a mood type.
This effect should have a changed parameter.
Parameters:
- Mood type: Standard, Quiet, or Fierce.
(Have a drop down menu rather than entering an ID number.)

Quest Var Echo – Effect which sends a chat of the specified quest var amount to the specified player(s).
Update: This effect should include additional parameters.
Parameters:
- Quest var (string).
- Target player.
(The target player is the player that the chat is sent to.)

Quest Var Set – Effect which stores a decimal number in a variable.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Quest Var Copy, Quest Var Modify, and Quest Var Modify 2 become obsolete.
Parameters:
- Quest var (string).
- Amount.
(By being able to type a quest var in the amount, Quest Var Modify 2 becomes obsolete. If you set the amount as 2, then the quest var equals 2. If you set the amount as +2, then it adds 2 to the current value of the quest var, so Quest Var Modify becomes obsolete.)

Remove – Effect which will remove or kill the object(s) specified.
Update: This is an update of the Destroy effect and should include additional parameters. Kill, Army Kill, Destroy, Army Destroy, Player Destroy All Buildings, and Player Destroy All Units become obsolete.
Parameters:
- Source player.
- Source objects.
- Kill effect: On or Off (default).

Send Chat – Effect which sends a chat message from a player.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Send Spoofed Chat, Send Chat to Player, and Send Spoofed Chat to Player become obsolete.
Parameters:
- Source player.
- Target player.
- Message (string).
- Spoofed: On or Off (default).

Send Message – Effect which displays a message on the screen.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Message and Overlay Text become obsolete.
Parameters:
- Message (string).
- Color.
- Size.
- Boxed: On or Off (default).
- Timeout: Entered amount (float) or a quest var (float), in milliseconds.

Set Animation – Effect which makes unit(s) play an animation.
Update: This effect should include additional parameters. Army Set Animation becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Animation.
- Animation speed (float).
(Please make the Animation parameter include a drop down menu or a browse file menu and not force us to write and remember the file name.)

Stat Value Echo – Effect which sends a chat of the specified stat value amount.
Update: This effect is an update of Echo Stat Value and has additional parameters.
Parameters:
- Stat value: Tribute Received, Tribute Sent, Enemy Units Killed, Enemy Buildings Destroyed, Units Killed Cost, Buildings Destroyed Cost, Units Lost, Buildings Lost, Units Lost Cost, Buildings Lost Cost, Map Explored, Trade Profit, Military Count, Research Count Complete, Research Total Cost, Wonder Time, Raw Score, Relic High, Economic Unit High, or Units Converted (if in AoE3).
- Target player.
(The target player is the player that the chat is sent to.)

Tribute – Effect which tributes resources from one player to another.
Update: This effect should include additional parameters.
Parameters:
- Source player.
- Target player.
- Resource type: Food, Wood, Coin.
- Amount.
(Quest Vars should be allowed in the amount.)

Unit Build Building - Effect which tasks unit(s) to build a building.
Update: This effect should include additional parameters. Army Build Building becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Building.
- Location: Point on map.

Unit Garrison – Effect which loads units inside of a building.
Update: This effect should include additional parameters. Army Garrison becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Destination: Selected object.

Unit Heading – Effect which makes the specified unit(s) face a certain direction.
Update: This effect should include additional parameters. Army Heading becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Heading: Entered amount (float) or a quest var (float).

Unit Move – Effect which can move unit(s) to a point or object.
Update: This effect contains a combination of different AoM effects that should be consolidated into one effect with additional parameters. Move to Point, Move to Unit, Move from Area, and Army Move become obsolete.
Parameters:
- Source player.
- Source objects.
- Destination: Selected object or point on map.
- Range: Entered amount (float) or a quest var (float).
(With a range, the units will stop moving to the object or point when they reach the specified distance from that object or point.)

Unit Set Stance – Effect which sets the stance of the specified unit(s).
Update: This is an update of the Army Set Stance effect and should include additional parameters.
Parameters:
- Source player.
- Source objects.
- Stance: Aggressive, Defensive, or Passive.

Unit Teleport – Effect which can teleport unit(s) to a point or object.
Update: This is an update of the Teleport Units effect and should include additional parameters. Army Teleport becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Destination: Selected object or point on map.

Unit Work – Effect which can make unit(s) do the appropriate work on the selected object.
Update: This effect should include additional parameters. Army work becomes obsolete.
Parameters:
- Source player.
- Source objects.
- Destination: Selected object or point on map.


In addition to the updated triggers above, please update any other triggers to use Quest Vars in the Amount parameter and include all Source Object parameters that apply to the triggers. And please try and make all the triggers work not only in single player, but ALSO in multiplayer!


Age of Empires III – Ultimate Editor Wishlist v1.0 (Non-Triggers)

  • Add extra heroes and buildings for scenario purposes. Most noteably:
    - Napolean
    - A samurai and other japanese units and buildings (for all those Japan fans).
    (Need some more suggestions)

  • Add a password protection system to scenarios so that they become Read-Only and cannot be edited unless you have the password. This would prevent people from stealing scenarios and placing their name on it, which happens quite often to multiplayer scenarios.

  • Add interior settings and objects. Such as indoor walls, chairs, tables, beds, chandeliers, wardrobes, chests, wine rack, bar counter, interior floor terrains, ect. This would be excellent for cutscenes and for any scenarios that would like to have indoor settings.

  • Have more filters in the object menu. For example, have one that lets you choose a culture and filters out all units that are not of that culture.

  • Have "[X]" close buttons on all the windows, rather than just using the Esc key.

  • Have more camera options, like pitch, tilt (like having your head tilt towards your left or right shoulder) and a further zoom distance. Now I realise that having more zoom distance in a RM can be unfair, but can't you allow more camera freedom for the editor, and only in the editor?

  • Have export/import triggers option that lets you extract all the triggers into an editable text file. Editing text is sometimes a lot faster than editing triggers with the editor interface. This would also allow for moving triggers to one scenario to another and allow trigger copying between 2 different scenarios.

  • A campaign editor. Provide a system for branching scenarios based on the events that occured within the scenario. So instead of just choosing a linear order of the campaign, you can include every scenario that can be played into the campaign and determine the order using the Branch Scenario effect.


    [More to come...]


    @)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
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    [This message has been edited by Tevious (edited 03-24-2005 @ 10:55 AM).]

  • Replies:
    posted 01-31-05 09:16 AM EDT (US)     1 / 189  
    Rather than putting several new versions of existing triggers on the list, I made an updated trigger list. I think it'd be so much better if some of these triggers were just put together as one. Take all the "Move" effects for example, you have four triggers that all do the exact same thing, but in a slightly different way. You have Move to Unit, which moves the selected units to a selected unit. You have Move to Point, which moves the selected units to a point on the map. You have Army Move, which is the same as Move to Point but moves any army as the selected units. And you have Move from Area, which also does the same as Move to Point, but moves all units in the selected range to the point. If we had all these triggers combined into one and added a some more parameters, we could have just one effect that moves units in any way a designer would ever want. Here's what I think it should look something like:

    In this example, I choose the parameter "Units in Army', used the army "3Musketeers", and set the range to 10. So all player 1 units belonging to the "3Musketeers" army are tasked to the selected center point on the map until a distance of 10 from the point is reached and then stop.


    And here's another few examples:

    In this example, every Musketeer owned by player 1 gains additional HP of the value of "QVUnitHP". I think quest var values should work if you place the name of the quest var in the place of the number. And if you use a quest var that is a decimal (float) where a whole number (integer) is needed, then it automatically rounds the number. Note: You can see the additional parameter choices of "All Units and Buildings" and "All Buildings" in this effect. And the "Reser to Default" option at the bottom restores the unit's original HP.

    In this example, every Musketeer owned by player 1 gains double their armor.

    In this example, the selected unit(s) lose 1 HP every 3 and a half seconds.

    In this example, three Musketeers are created from the "3Muskeeters" Army at the selected location for player 4 with the heading of 90 degrees and are in Defensive stance.


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    [This message has been edited by Tevious (edited 02-18-2005 @ 05:38 PM).]

    posted 01-31-05 09:17 AM EDT (US)     2 / 189  
    I also hope that ES adds a bunch of "Hero Units" that serveonly for Scenario purposes. I'm talking like they did for Aok, the Robin Hood, Gawain, etc.

    .¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
    « . ° ¤ Scenario Designer | Woad Creations ¤ º . »
    posted 01-31-05 09:23 AM EDT (US)     3 / 189  
    Holy crap Tevious, awesome job!

    posted 01-31-05 09:26 AM EDT (US)     4 / 189  
    Very VERY nice stuff here. Well done!
    posted 01-31-05 09:26 AM EDT (US)     5 / 189  
    posted 01-31-05 10:57 AM EDT (US)     6 / 189  
    Sexy.

    My personal wish is to see the "menu" from AoK return [you know, when you start up a custom campaign, there is that menu where you could describe 'History', 'Scenario Instructions', 'Hints' (and in-game 'Scouts')]. I really missed it in AoM.

    And triggers to alter it, in game. Not only the 'Scenario Instructions', like in AoK, but also the 'Hints' and 'Scouts'.

    Not that is has anything to do with triggers (except that last part), but its kinda 'request'.


    "Luctor et emergo."

    » Jeremiah
    Staff Member of Dragon Gaming Design Network
    Visit the TreeTop Productions Blog!
    posted 01-31-05 11:59 AM EDT (US)     7 / 189  
    Wow that must of taken alot of time... lol
    posted 01-31-05 01:56 PM EDT (US)     8 / 189  
    Maybe a "Unit Explode" effect would be cool - where a unit becomes a ball of fire - then disappears. That would be useful, since there are probably things like guns, etc in this.

    MAJOR SWORDSMITH

    Administrator of Sagestudios
    Age of Mythology Heaven - TitanHeart
    Rise of Nations Heaven - Gun_KING_400
    Age of Empires 3 Heaven - Master Swordsmith
    InterDen Studios Member - TitanHeart
    posted 01-31-05 02:08 PM EDT (US)     9 / 189  
    a kill counter in the original AOEIII would be good, because in AOM and i think in AOK it was in the editor...

    * * * * * * * * * * * * * * * ****** * The_Mafia_Man * ******* * * * * * * * * * * * * * *
    * * * * * Practice makes perfect, but you cant be perfect, so why practice * * * * * *

    Favourite AOM website
    posted 01-31-05 02:10 PM EDT (US)     10 / 189  
    In AoM there is a trigger to display current kills.
    In AoK I did not think there was one?

    MAJOR SWORDSMITH

    Administrator of Sagestudios
    Age of Mythology Heaven - TitanHeart
    Rise of Nations Heaven - Gun_KING_400
    Age of Empires 3 Heaven - Master Swordsmith
    InterDen Studios Member - TitanHeart
    posted 01-31-05 02:10 PM EDT (US)     11 / 189  
    Awesome list Tevious. Also, there should be an effect that makes a unit a campaign style hero, where they can't really die, they just fall down for a couple seconds until a friendly unit comes to revive them.

    SEXITUP.
    Former Leader of the FPH Clan
    Acting-President of AoMH
    posted 01-31-05 02:14 PM EDT (US)     12 / 189  
    erikkson i reckon that would be stupid, in AOM fine it is mythical but in aOM it is all real, so i reckon no, they should die and stay dead.

    * * * * * * * * * * * * * * * ****** * The_Mafia_Man * ******* * * * * * * * * * * * * * *
    * * * * * Practice makes perfect, but you cant be perfect, so why practice * * * * * *

    Favourite AOM website
    posted 01-31-05 02:20 PM EDT (US)     13 / 189  
    You seriously want to go back to the days when you had to hide your HEROES in your town because they weren't allowed to die? Yeah that was fun. I loved keeping the units that historically and realistically should be leading my army hidden in my base!

    SEXITUP.
    Former Leader of the FPH Clan
    Acting-President of AoMH
    posted 01-31-05 02:22 PM EDT (US)     14 / 189  

    Quote:

    erikkson i reckon that would be stupid, in AOM fine it is mythical but in aOM it is all real, so i reckon no, they should die and stay dead.

    What if I wanted to make a fantasy scenario? What is stopping me from using every trigger provided to me really?


    posted 01-31-05 02:41 PM EDT (US)     15 / 189  
    I am still living in a deluded fantasy where I won’t have to construct triggers in this abysmal method.

    I would like a task path effect though, that lets you set a path for a determined set of units to walk along.

    posted 01-31-05 03:02 PM EDT (US)     16 / 189  
    I hope they organize the conditions&effects in groups so we wont have to look trhough one big-ass list all the time.

    I think FOG.
    posted 01-31-05 04:50 PM EDT (US)     17 / 189  
    It's a little off-topic, but there should be roll-over help on the triggers, so you know what they do. Also, there should either be trigger categories (as said above), or there should be a trigger search engine thingy.

    Also, an editor tutorial would be nice


    "Build a man a fire, and you warm him for a day. Set a man on fire, and you warm him for the rest of his life." -Chinese proverb

    "If MacGyver and Jack Bauer were in a fight, Chuck Norris would win."

    posted 01-31-05 05:14 PM EDT (US)     18 / 189  
    Awesome job! Should have read it before I started my topic :P
    posted 01-31-05 05:50 PM EDT (US)     19 / 189  
    Very awesome list, Tevious I have a fealing ES won't be the only ones looking at this.

    CheeZy ex-HG Angel
    WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
    "But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
    ----Stuff I've Made----
    posted 01-31-05 06:06 PM EDT (US)     20 / 189  
    Hmm, triggers are nice and simple for more basic stuff, as originally used, but I think it's being extended to far now... IMO by this point it would be better to have a nice scripting language, something like Squirrel, and a library capable of all of those things in your list.

    Edit: sort of like RoN, but with a nicer langauge.

    - Pete

    [This message has been edited by Angel Pete (edited 01-31-2005 @ 06:07 PM).]

    posted 01-31-05 06:10 PM EDT (US)     21 / 189  
    Dunno if it's in here, but the following feature would be, IMO, one of the awesomest effects out there: Next Scenario. (Something like this was also used in StarCraft IIRC.)

    Basically what it would let you do is to let you select the next scenario from your scenario list or campaign folder (this would be optional, of course). Let's say you want player A, "Colonists", to defeat (as a condition) either the "Spanish" or "French." Beating one will allow the player to go in depth on their decision using the Next Scenario effect, and attack the Spanish/French base in the next scenario.

    This would definately help designers if they want two alternate stories based on the same character, allowing the player to choose which path they want to go.


    » Your attractive master.
    » "Because I before E is a LIE!!!"
    posted 01-31-05 06:18 PM EDT (US)     22 / 189  
    Something that allows you to carry variables between scenarios, so you could have an open-ended RPG campaign. I don't thinnk this will happen though.

    This should be stickied (as was no doubt the original intent)

    posted 01-31-05 06:32 PM EDT (US)     23 / 189  
    Effects:

    Set Elevation: sets an elevation anywhere on the map, and if possible, is able to make elevations that pass over the average editor limit like in AoM.
    radious:
    area:
    SetAreaBaseHeight:
    SetAreaCoherence:

    Set Terrain: sets a type of terrain anywhere on the map, and like the set elevation idea, it would fit perfectly with any type of condition.
    radious:
    area:
    terrain:[ ]

    Set Water:
    radious:
    area:
    terrain:[ ]

    Edit Unit Height
    scale: [ ]
    [Select Unit]

    Save Progress: Effect that causes auto-save, great for long scenarios in case the player forgets to save manually.


    Change all current color text:
    Color: [<color=\"0.0.0.0.0.0\"> </color>] <= example

    Screenshot: takes a screenshot...if this editor has the "loop" option for triggers, you could loop it and take several screenshots per second

    Play Movie: i dont know if this is possible, but lets say i created a movie with Flaps about age of mythology, it would be cool if you could play it inside an scenario, for instance, in cinematics, ETC.

    regarding other ideas on modifying unit's stuff in general; age of mythology has the effect "modify proto unit", where you select the unit from a drop box, the player who will be affected, type of modification(ex; name, speed, Hitpoints, ETC)


    Auron: || Aurons Site || Aurons AoM:TT Creations || MY POETRY WEBSITE ||

    [This message has been edited by Auron_ (edited 01-31-2005 @ 06:35 PM).]

    posted 01-31-05 07:05 PM EDT (US)     24 / 189  
    We should be able to both modify all of a certain unit, or just one unit. For example, there should be one trigger that changes the HP of, for example, musketeers and one that changes the HP of one single unit. This way, you could modify all the musketeers ever created in the scenario, or just one single musketeer.

    SEXITUP.
    Former Leader of the FPH Clan
    Acting-President of AoMH
    posted 01-31-05 07:18 PM EDT (US)     25 / 189  
    ^^^^^^ I second that.

    "Build a man a fire, and you warm him for a day. Set a man on fire, and you warm him for the rest of his life." -Chinese proverb

    "If MacGyver and Jack Bauer were in a fight, Chuck Norris would win."

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