You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by MosheLevi, Mister SCP

Hop to:    
Welcome! You are not logged in. Please Login or Register.1605 replies, Sticky
Age of Empires III Heaven » Forums » Scenario Design » Scenario Design Library - FAQ Database, Ask Questions Here!
Bottom
Topic Subject:Scenario Design Library - FAQ Database, Ask Questions Here!
« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 62 63 64 65  Next Page »
papaya
ಠ_ಠ
(id: X_MOSS)
posted 10-25-05 10:25 PM EDT (US)         

The Scenario Design Library



THE AOE3H SCENARIO DESIGN WIKI
Design Dictionary | Editor Functions | Mapwork | Triggers | Design Teams
Frequently Asked Questions for AOE3 Scenario Editor | How to Set the AI to Work in a Scenario


What is this thread for?

If you ever have a question or a problem related to scenario designing, this is the place to come! This thread contains all the links, questions and answers, articles and guides you'll ever need to design scenarios for Age of Empires III. Be it a question on mapping, scripting, triggers, units, AI, and anything related to the scenario designing world, ask it here!

How to use this thread

Following this procedure is the best way to get your question answered as quickly and effectively as possible:
  1. Go to the scenario design Wiki and search for your problem by browsing through the article lists or by using the search box, e.g. when searching for information on the modify protounit trigger, selecting the "Go" button will try to find a page entitled "protounit", and selecting "Search" will bring up a list of articles that have relevance to "protounit".




  2. Your next port of call should be the library articles listed below. These are guides written by our expert forummers to explain aspects of the technique of scenario design.
  3. If the Wiki and the articles do not have the answer, then try searching through this forum. For example, if you are having trouble with the "Modify Protounit" trigger, and the Wiki hasn't helped, then by searching for "protounit" in the "Subject:" box, a list of all thread titles containing "protounit" will be listed. You'll most likely find that the answer to your question is in one of those.



  4. If you still can't find the answer to your question, then post your question in here, or if the question is quite large, create your own thread for it.


Some tips when asking questions:
  • Be patient. It might take some time for a designer with the necessary skills and experience to notice your question and answer it.
  • Try to be as detailed as you can when your explain your question or problem. List any steps you have already tried, or make it clear and specific with what you are trying to achieve. This helps people to answer your question and saves a lot of time. Also, vague questions are more likely to be ignored.
  • No-one is forced to answer your question; the forummers who take the time to answer questions do so voluntarily and are under no obligation to answer your question.
  • As in all areas of forumming, try to make sure you use correct spelling and grammar when asking or answering questions. By doing so you make your text more readable and less open to ambiguity. Of course, if English isn't your first language then that is an exception, but always take the time and effort to make your post legible.


Some tips when answering questions:
  • Try to be as specific as possible. Often people who ask questions don't know what a lot of features are. If in order to solve one of their problems, they need to download something, then tell them. Not everybody has downloaded extended editors.
  • Often linking to relevant pages in the wiki will help stress your ideas even more. When talking about a certain condition or effect, link to the corresponding trigger page at the wiki. This can easily be done without even going to the wiki. Simply put "wiki.heavengames.com/age/" then the trigger name (with "_" instead of spaces). Example, for fire event: wiki.heavengames.com/age/fire_event.
  • Don't criticize people, and call them n00bs just because they asked simple questions. Everyone has to start somewhere, right? When you make fun of people for asking a silly question, they might be scared not to ask them anymore, and we wouldn't want that. The point of this thread is for every question to get answered, for the community's sake. Who knows, maybe someday they will realise a fantastic scenario.


Wiki Information and Article Database


The AoE3H Scenario Design Wiki



We are please to announce the first HG-run community wiki. To build a comprehensive encyclopedia of Scenario Design has been an unrealized dream for past games. Starting today, we are going to attempt it for AoE3. With your help, we intend build a complete reference for the art of Scenario Design. Here is the link:

http://wiki.heavengames.com/age/

Here are just a few of the features:
  • YOU can add new articles, or edit current ones!
  • A Question Center, where new designers can learn from experienced ones
  • A Frequently Asked Questions section with a page for each common question.
  • Complete guides to all the basics of scenario design
  • A page on every condition and on every effect
  • The “Design Dictionary”, containing common design-related words
  • Much, much more.



What is a wiki? What’s so great about it?
A wiki is a lot like this forum. People can post on it, format their posts with colors and links, and they can start discussions with each other. A wiki, however, has one critical advantage: Anyone can edit a page on a wiki. Think of the Scenario Design Library for AoK. Only one or two people can edit it to keep its contents up to date! Talk about a lost cause. Then think of a thread giving helpful information to designers. The thread’s poster can edit it, and other people can contribute to it in an unorganized fashion. Now think of a wiki. Anyone in the world can edit it. They don’t even need to have an account, and they can keep information together in a clear and organized fashion, that is easily searched, and easily referenced to other pages.

Skeptical? Many people are. Don’t take my word for it though: there’s a great example of a wiki in action at www.wikipedia.org. Wikipedia is the world’s largest encyclopedia, and it is growing at a phenomenal rate every day.

What sort of information will be on the wiki?
The wiki will be dedicated to information about Age of Empires 3 Scenario Design. This ranges from a section for asking questions, to a section defining design-related words, to a section explaining each condition and effect in the Age of Empires 3 Editor. In short, the wiki will have everything you ever wanted to know about AoE3 design in one place. Have you ever been designing for another game, and couldn’t remember some minor fact? That will never happen to you again once the wiki project is up and running.

Won’t the wiki overlap with the forums?
We’re going to do everything possible to prevent this. Things related to the scenario design community can still be discussed on the forums, as can things relating to AoE3 design. Think of the forums as the place where you work out the “rough drafts” of what will later become articles.

How can I help?
Let’s face it: the wiki project isn’t going to succeed without a concentrated effort from the community. Don’t just assume that the next guy will help out, because he’s saying that about you! In the end, we feel that the reward will be worth it: a better scenario design experience for everyone.

Have you ever wanted to work for HG? This is your big chance!

Right now, HG is looking for committed individuals, who are willing to dedicate their time to making the community better for everyone. These “Administrators”, while not HG staff, will be in charge of one or more of the sections on the wiki (view sections here). So if you think you’ve got what it takes, apply now! Either post a reply in this thread or email spitfire.23@gmail.com with your application. You should include with your application:
  • your email
  • IM contact info (if possible)
  • Whether or not you’ve edited a wiki before

Additionally, include a brief description of why you feel you’re suited to work on the wiki, possibly providing examples of things you’ve done in the past to help the design community. If your application is approved by myself and the AoE3H seraphs (NAT and Elpea), we'll let you know. If you have an account on the wiki, we'll give you sysop status. Read about that here.

I have a suggestion for the wiki
By all means, post your suggestions in this thread. This is a brand new approach for everyone, so we're willing to adapt. We're especially interested in how easy you found it to learn how to edit - making this as easy as possible is our goal. Editing a wiki is at about the same level of difficulty as formatting a post you make on the forums, but the conventions may be difficult to adapt to. When the wiki really gets up and running, we'll be relying on people being able to learn the software easily.

Conclusion
Today, the first step into a larger world has been taken. A long journey lies ahead of us, and nobody can see where the road leads. Ultimately, the success or failure of this project depends on you - the scenario designer.

TS University



A fantastic resource for AoE3 related design articles.



The TS University (TSU) is a unique online university dedicated to scenario design, and a comprehensive library of articles, tutorials, and resources for scenario designers.

Our interactive e-zine and forum will further serve the scenario design community through focused discussions, featured articles, and the latest news and information.

The goal of TSU is to assemble the greatest body of scenario design knowledge and discovery information into our library's vast article database.

The database to provide both new and experienced designers with quality articles and tutorials on all scenario design subjects, and also provide an excellent platform for authors and scholars to share their design knowledge with greater focus and scope.

We invite the most knowledgeable in scenario design, regardless of their team affiliations, or independent goals to join us as authors, editors, interns, and scholars for our articles. We encourage everybody who wants to share their knowledge to send articles to us. We promise to present articles in a professional manner that will highlight the creative source, so the greater community can benefit from your accomplishments in scenario design.

(Quoted from TSU website)

Forum Article Database


Thanks to Papaya, Spitfire and FD2 for information from their previous versions.

oh you can wait for what I can give
you know what I am so you know how I live
try to look proud but you’re not in the slightest
its happening now and it’s always been like this.

[This message has been edited by MosheLevi (edited 12-31-2007 @ 01:35 PM).]

AuthorReplies:
G_Hammer
Skirmisher
posted 12-29-13 09:09 AM EDT (US)     1576 / 1605       
following problem:
I want to play a game in post-imperial mode, but disable the imperial musketeers. I can't handle that because the imperial musketeer technology already got activated because of the post-imperial age. Is it possible to remove an active technology somehow?
Mister SCP
Scenario Reviewer
posted 12-29-13 10:08 AM EDT (US)     1577 / 1605       
no it isnt, you can however modify some stats (but not the attack)


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack

[This message has been edited by Mister SCP (edited 12-29-2013 @ 12:34 PM).]

murdilator
Skirmisher
posted 12-29-13 01:18 PM EDT (US)     1578 / 1605       
Research Post Industrial of that civilization and painstakingly upgrade all of the other upgrades you want to give to that civilization.
G_Hammer
Skirmisher
posted 03-08-14 09:56 AM EDT (US)     1579 / 1605       
Ok I got a last question:
Is it possible to disable the "unit make invulnerable effect" somehow? For example if you make a building invulnerable, but after some time you want to make it vulnerable again.


The only solution that I found for this is to give it to fake player 0, so that it gets white and can't be attacked. After some time you can defakify it again. Maybe there's a better way?
Mister SCP
Scenario Reviewer
posted 03-08-14 11:10 AM EDT (US)     1580 / 1605       
the effect has a true/false switch. If you set it to false, all enemy units can attack it again


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack
G_Hammer
Skirmisher
posted 03-09-14 10:31 AM EDT (US)     1581 / 1605       
Ah thx, ur right. I was thinking about that problem for hours, but I was kinda blind and didn't see that "enable" button and tried to disable it with another trigger. Sometimes the solution is easier than you think -.-
Mister SCP
Scenario Reviewer
posted 03-09-14 12:08 PM EDT (US)     1582 / 1605       
glad my advice helped


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack

[This message has been edited by Mister SCP (edited 03-09-2014 @ 12:08 PM).]

G_Hammer
Skirmisher
posted 03-15-15 07:02 PM EDT (US)     1583 / 1605       
Wow, nobody has posted here for a year.

I have a new question:
Is it possible to make a unit undeletable? I have that "disable deleting"-trigger, but that one makes all units undeletable. I just want to make a specific unit undeletable.
musketeer925
Skirmisher
posted 03-16-15 02:05 PM EDT (US)     1584 / 1605       
Can you post the code for that trigger? I'm not familiar with it, but I can look at it and see if it's possible to do that for one unit type, or one specific unit.

[This message has been edited by musketeer925 (edited 03-16-2015 @ 02:05 PM).]

Mister SCP
Scenario Reviewer
posted 03-16-15 06:19 PM EDT (US)     1585 / 1605       
it depends, if you mean unattackable, it is pretty easy

but if you mean deleting your own units it is hard. HOWEVER it is possible
a) to punish pkayers which kill specific units (e.g. a gold wagon)
b)to respawn the specific unit at the position where it was deleted.
This can not be done with entire unit groups etc

c)[it could be possible to hide the button to destroy a unit AND overwritte the hotkey for deleting units for the duration of the scenario]


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack
Neuron
Skirmisher
posted 03-16-15 07:39 PM EDT (US)     1586 / 1605       
You could make them heroes (explorer, monk, some SPC units like Washington/Sheriff Holmes/Amelia/etc, warchief). You could use triggers to change units from deletable ones to undeletables.

Also IGC units are undeletable and take no population, but they're slow and don't do damage either.

[This message has been edited by Neuron (edited 03-16-2015 @ 07:40 PM).]

G_Hammer
Skirmisher
posted 03-17-15 05:58 AM EDT (US)     1587 / 1605       
Thx for your answers. The trigger I have is from Onfiregun. Here's the code, it looks pretty simple:
<Effect name="Disable Deleting">
<Command>map("delete","game","");</Command>
</Effect>
If it's not possible to do what I want, then I might make just all units undeletable or do what Neuron suggested.

The unit I want to make undeletable is a llama, I could however replace it by an IGC unit. But then there will be the problem, that I want to make the unit convertable like a herd animal, and I only got that Converter Tool V2 *TL* that somehow doesn't work.

[This message has been edited by Mister SCP (edited 03-17-2015 @ 08:04 AM).]

Neuron
Skirmisher
posted 03-17-15 08:55 AM EDT (US)     1588 / 1605       
Do you need this to be a moving unit?

If not, you can use the ypTradingPostCapture object, which is undeletable and has AutoConvert like herdable animals. So you can place it as belonging to gaia/nature, then it will autoconvert to the player who controls the area.

[This message has been edited by Neuron (edited 03-17-2015 @ 08:56 AM).]

Mister SCP
Scenario Reviewer
posted 03-17-15 09:18 AM EDT (US)     1589 / 1605       
#1 the converter tool should work, have you used a instance of triggerloader?

#2 if you have some knowledge about QVs and coding you could also use this solution

https://www.dropbox.com/s/elvvxgel28os9k1/converttest.age3Yscn?dl=0

which recreates the deleted army at the deleted position

#3 your trigger disables the default hotkey, its still possible to kill the unit just not so easy


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack

[This message has been edited by Mister SCP (edited 03-17-2015 @ 09:18 AM).]

CYLee777
Skirmisher
posted 04-03-15 09:07 AM EDT (US)     1590 / 1605       
Hey everyone,

I got into this scenario design a month ago and I find it pretty interesting. However, I do have one question, how can you use the buildings from home city and add it to scenario editor? I still haven't found any home city buildings from all the editor's options.

For example in these 3 eye candy pictures below.

http://s97.photobucket.com/user/Swordsworn_HG/media/screen199.jpg.html

http://s2.photobucket.com/user/CaveTown/media/LightnessesTakenLandoftheIcePeople.jpg.html

http://s10.photobucket.com/user/CTCaveTown/media/DesertVallyoftheEndnesses.jpg.html

It's clear that they use building models from home city. How can I add it? Do I have to download certain mod to do it?
musketeer925
Skirmisher
posted 04-03-15 12:24 PM EDT (US)     1591 / 1605       
Camo90s
Skirmisher
posted 05-31-15 08:43 AM EDT (US)     1592 / 1605       
Hi, I see that the "overlay text" effect, offers the possibility to put a background image. Does anybody know if that really works? Till now I couldn't make the image show
Mister SCP
Scenario Reviewer
posted 06-01-15 00:28 AM EDT (US)     1593 / 1605       
-you need a .ddt picture (.tga->AOE3ed->.ddt)
-the resolution need to be like 256x256,512x512
-the .ddt file needs to be stored in the art folder

-you can try icons or other images you can find in protoy.xml


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack
Camo90s
Skirmisher
posted 06-13-15 01:36 PM EDT (US)     1594 / 1605       
I tried as you say but the only thing that happens is that the trigger cuts a little the UI, as if it wanted to show a picture, but no picture shows up
Deleo
Skirmisher
posted 01-20-16 01:37 PM EDT (US)     1595 / 1605       
Hello.
Simple question: why in single player scenarios the AI does'nt send shipments from the homecity?
Mister SCP
Scenario Reviewer
posted 01-21-16 08:58 AM EDT (US)     1596 / 1605       

have you got assigned a deck to the AI player?

singleplayer decks are not the same as LAN/ESO decks


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack

[This message has been edited by Mister SCP (edited 01-21-2016 @ 09:23 AM).]

Deleo
Skirmisher
posted 01-22-16 11:50 AM EDT (US)     1597 / 1605       
I just assigned the homecity from "player data" menu
mindgem
Skirmisher
posted 07-13-16 12:02 PM EDT (US)     1598 / 1605       
Hi,

I'm new to scenario design. As I understand you can use the trigger trQuestVarGet to get a set quest var in the .xs files. Is there a way to find all the quest vars that are defined in a scenario?

For example, I think cvOkToGatherFood is set in my ai file. How can I check this in a complete quest var list and how do I set this to true or false by using a trigger?
Aizamk
Skirmisher
posted 07-13-16 01:08 PM EDT (US)     1599 / 1605       
Quest Vars/QVs are a bit of a misnomer. They're pretty much variables you can define and retrieve within the confines of the Scenario or RMS you define them in.

Trigger scripts, which tend to define QVs, and AI scripts, which tend to store variables directly as extern const int etc, operate separately from each other. Multiple AIs also run their scripts from separate files.

So in answer to your question, there are no commands to list all QVs, and AI and Trigger script run independently. Also, cv='control variable'. Functions starting with tr=trigger can only be accessed via trigger script, similarly functions starting with ai can only be accessed within ai script (unless they are custom AI 'functions'). kb=knowledge base functions can be used within both, however, as can xs functions. ui functions can be called from trigger script.

Retired content creator. Experience in custom triggers, xs injection, UI modding, aoe3 in general. I'll probably be back for AoE3: DE if they lack a good observer mode.

The work I'm proudest of:

An advanced observer mode for AoE3 made entirely from a combination of UI modding and xs injection
link to eso-community.net thread
Mister SCP
Scenario Reviewer
posted 07-13-16 02:42 PM EDT (US)     1600 / 1605       
additional if you want to look into the script that is created when you load a scenario . This file will be intersting for you:

C:\Users\Yourname\Documents\my games\Age of Empires 3\Trigger3\trigtemp.xs

So you could look for trQuestVarSet in this file. However as Aizamk mentioned. There are just stored the variables created by the last loaded scenario OR random map.

Your mentioned variable shouldnt be changeable by triggers as it is not accessible by Quest Var stuff.


ESO2 Name:Sir_ConstantinESO Name:Sir_Pacman
Trigger Freak and Modder for AOE3

SCP Editor Tools---my map pack---Some incomplete stuff
My trigger Pack

[This message has been edited by Mister SCP (edited 07-13-2016 @ 02:45 PM).]

« Previous Page  1 ··· 10 ··· 20 ··· 30 ··· 40 ··· 50 ··· 62 63 64 65  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Empires III Heaven | HeavenGames