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Topic Subject:Scenario Design Library - FAQ Database, Ask Questions Here!
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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:
kjnn
Skirmisher
posted 02-24-07 01:15 PM EDT (US)     726 / 1605       
Great!.When your up and ready.. Post me..(NoRush my friend!)..I'm always checking in here to see if any new downloads that might help the editor..New posts..I'll start checking in here on a regular basis..This whole process has involved a lot of testing,with a lot more to go..This seems to take a lot of time..I'll keep plugging away at it in the meantime..There's a lot of work still ahead..If nothing else comes up with this..(Reyk's editor installs a boatload of files into the data folder..Each one needs looked at and changed if it effects warchiefs).. I'm thinking a simple mod,compressed, with just the new files..(so far just 2 files)..If a guy downloads it..All that He or she would have to do is unzip and click and drag the file to the location and re-place the file..I'm not a programmer either..(A lot of guys in here are..Moshe has some exp.I believe..I think he'd lend a hand when needed)..I always found keeping it simple..Best way to go..We can share our ideas later..We can look at this as an AOE3 project..Always a learning experience.?#*
Take care!
kjnn

Ps..Over at E.S..I've been getting a lot of heat from guys who tried this and still can't get the editor to work with warchiefs..I posted them to follow my posts but who knows what they've done..Or how they interpreted my Illustrations..Maybe you should reconsider spending your money on parts and wait to get that new pc..There is a lot of work still to do on this to ensure a no fault process,for all to do..I'm still wandering about the remaking of the dataP file..I'm not sure if it can be done in notepad or if there's another utility out there to handle this undertaking..Or if its even availiable..I guess the simple thing..Is..If E.S. would only step in and issue an editor fix patch..to fix the in-game editor..I'm still going to press on with this!.I'll leave it up to you how you wish to proceed..I'm open to any help on this undertaking..Hopfully there's somebody out there, who can render some answers to my many questions..

[This message has been edited by kjnn (edited 02-25-2007 @ 10:23 AM).]

PureAlbino
Skirmisher
posted 02-25-07 12:10 PM EDT (US)     727 / 1605       
You shouldn’t be getting heat from people. Don’t let it get to you. Some guys who downloaded my scenario (a single age3scn file) couldn’t work out how to get it to work, so I had to walk them through step by step, so there’s going to be a few people out there incapable of simple copying/pasting

I’m buying the parts, so give me a week or so to sort out stuff. With the Data2 file, I doubt it’ll be a simple process. Like you mentioned above, I also like to keep things simple, don’t like modded things unless they’re my own… So staying clear of the Data2 file would be best. I’ll check what comments people have made over at ES. Did you actually create a thread at ES dedicated to your findings? I still can’t find that one


Getting credit for kjn's work: New Editor2 Expansion Patch
kjnn
Skirmisher
posted 02-25-07 01:23 PM EDT (US)     728 / 1605       
@PureAlbino
I didn't start a thread..I addressed it as it came up..I posted in the Tech and game support..I believe you said you caught that one..I posted seveal diff.guys in the custom map and custom scenario category and a few in the sticky scenario design question thread..Moshe tried to install the editor and things didn't pan out..I don't think he wanted to follow what I posted..I did warn him about short cuts not going to work..Any how..he posted a thread in the above mentioned category..I don't think he's going to mess with the editor anymore..To bad..If he'd get it going..I think he'd love it..I'm going to keep going on this..I've got the editor working with warchiefs..There is still a couple of minor things I mentioned in the above posts..Somehow I still have got to figure them out..Time will tell?
Take care,
kjnn
PureAlbino
Skirmisher
posted 02-25-07 05:41 PM EDT (US)     729 / 1605       
Kjnn should I ask Kastor if he'd be willing to email you (or me) that bar file compiler program he has? I don't have his email, but he'd spot a thread in the modding forum. It could be a simple java script program that saves files from a folder into a .bar file. That's really all you would need right?

Getting credit for kjn's work: New Editor2 Expansion Patch
kjnn
Skirmisher
posted 02-25-07 08:04 PM EDT (US)     730 / 1605       
PureAlbino..Yes E-mail him and get whatever info you can on this..I'm going to start a thread in scenario design as soon as I can compile everything I want to say on this..I answered your post over at E.S.Those are some great ideas..They will point us in the right direction if all pans out..I think we are close to solving things..The biggest hurdle is the re-making of the data2 folder..I've been using the editor with war chiefs for several months now..All I've found is what I've posted..Moshe had some things..The trade monopoly..I think I have it covered..His vill. problem I don't think was caused by the editor..Every once in a while this happens..I get it with deploying caravels..It may just be a glitch with the game ai..Maybe this will turn up from somebody else once the thread gets going..Do what you think best..regarding all this..Keep me up to speed as far as what you find..I'll do the same..Maybe we can crack this baby soon!
Take care my friend.
DBGT44
AoMH Review Team
posted 02-27-07 07:45 AM EDT (US)     731 / 1605       
well I used to play AoM but now I tried the AoE3 Editor and found that it was the same. Yet when I used the modify protounit effect, it seemed not to work ( tried range attack everything). I dont get the way it works then

Reconcile not with the fear of the snake, but embrace it as your own...
PureAlbino
Skirmisher
posted 02-27-07 04:15 PM EDT (US)     732 / 1605       
It’s one of the broken triggers, hopefully about to be fixed by the guys at ES. Some parts of the trigger work, but most don’t.

Getting credit for kjn's work: New Editor2 Expansion Patch
DBGT44
AoMH Review Team
posted 02-28-07 10:09 AM EDT (US)     733 / 1605       
OMG THAT SUCKS!!!!!!

They gotta fix it ASAP


Reconcile not with the fear of the snake, but embrace it as your own...
Diablo 2nd
Skirmisher
posted 03-04-07 01:42 AM EDT (US)     734 / 1605       
Hi,

I've made a map great for LAN and skirmishes recently. But when I go into the skirmish setup, and click on "custom maps," near the scroll menu of maps, it comes up with a message saying "No custom maps loaded, disabling custom map option."

I need to know how to fix this problem and make my map available for skirmishes, thanks.

PureAlbino
Skirmisher
posted 03-04-07 06:25 AM EDT (US)     735 / 1605       
Hi Diablo. RMS maps appear in the 'custom maps' selection menu. If that's the type of map you made (not using scenario editor) then it should appear there. If you made a single player scenario using the editor it will not appear in that list. Go to 'Single Player' on the main menu then 'Custom Scenarios' if yours is a scenario.

Getting credit for kjn's work: New Editor2 Expansion Patch

[This message has been edited by PureAlbino (edited 03-04-2007 @ 06:40 AM).]

Algero5
Skirmisher
posted 03-11-07 06:09 AM EDT (US)     736 / 1605       
I have basic knowlegde about scenario designing(triggers,cinematics...) but i have two quesions:
1)How can i do in order to avoid the lag (enormous lag) every time a cinematic starts?
2)Can you tell me STEP BY STEP how can i make a cinematic where there 5 musketeers.Once they reach a certain location they are attacked by some indians.Tell also where do i put the camera track: in a separate trigger? or in the beginning?thank you

[This message has been edited by Algero5 (edited 03-11-2007 @ 10:52 AM).]

Gearai
Skirmisher
posted 03-14-07 05:10 PM EDT (US)     737 / 1605       
Hi, Im trying to work the scenario's again.

Would it be possible for someone to explain to me how to use the spc heal object to heal units? Also can it be used to heal gaja units? Gaja is player "0" or do I need to make them of a player "1-?" I had seen somthing of a healing spring in one of the older down loads, but do not understand the trigger process on the heal object to get it to work.

Also, I know I had seen a quick explination of the "not" & "or" buttons of conditions, but have not been able to relocate it.

I'ld be very thankfull of any advice on these matters
===========================================================

OK People, I did find that the spcheal object works and is simply placed acording to who the apprpriate player is to use it. Almost to simple duh. However I have not been able to get it to do what I originaly intended/tried. It does not seem that the AI for the computer player allowes it to heal it's units, even when triggered to do so no matter if it's combatant or gaja. So I guess basicly what I have to do is just trigger-spawn an army to replace the wounded army once a certain hit point level is reached. That kind screws up the get em b4 they get away bit though.
Any ideas? or did I about get that right?

Oh yea, I still have not been able to find the thread about the - not & or - function buttons of conditions.
Anybody out there who might know where that thread is, or who would share their knowledge of the - not & or - buttons?


A dog who chases his own tail, Knows not what is biteing him.

[This message has been edited by Gearai (edited 03-17-2007 @ 02:56 AM).]

fryBASS
Skirmisher
(id: LO12DS_Frylock)
posted 03-20-07 10:02 PM EDT (US)     738 / 1605       
Ok so i'm having a problem with disabling a trigger then reenabling it.

I'm trying to make it so when there are 50 strelets on the field, they will stop being spawned. When there are under 50, they will continue to spawn. I'm using

On active and loop,
Condition: Player Unit Count - Player 1
unit: strelet
Operator: >=
Number: 50
Effect: Disable Trigger - P1 Streltes

And then I have another trigger to enable:

On active and loop,
Condition: Player Unit Count - Player 1
Unit: strelet
Operator: <
Number: 50
Effect: Activate Trigger - Trigger: P1 Streltes

It will stop the trigger P1 Streltes from working, but it won't re-enable it. Whats up with that?


Check out my YouTube Page!
ESO - LO12DS_Fry
twoqtimes2
Skirmisher
posted 03-20-07 10:18 PM EDT (US)     739 / 1605       
Activate Trigger is bugged and does not work. Try using "Fire Event" instead.

Also, this would be a good place to use "Quest Var Check".

fryBASS
Skirmisher
(id: LO12DS_Frylock)
posted 03-22-07 06:51 PM EDT (US)     740 / 1605       
ok that worked out great, thanks.

Now i have another question. Does Stat Val enemy buildings destroyed work?


Check out my YouTube Page!
ESO - LO12DS_Fry
PureAlbino
Skirmisher
posted 03-23-07 06:18 PM EDT (US)     741 / 1605       
Frylock, ‘Enemy Buildings Killed does work. There is no ‘destroyed’. Here’s how it works:

Fake player: The player for who the stat is valid
Stat Type: Choose which one, here we select Enemy Buildings Killed
Operator: If an event is activated when ten buildings are destroyed set this to >= which means more or equal to.
Value: For example how many buildings have to be killed for the condition to activate the effect.

Make sure you set the Fake Player to 1 if you are player 1 and you destroy the set amount of enemy buildings. So the enemies number should not be put in the first field.


Getting credit for kjn's work: New Editor2 Expansion Patch
fryBASS
Skirmisher
(id: LO12DS_Frylock)
posted 03-23-07 10:15 PM EDT (US)     742 / 1605       
ok i had == instead of >= .

I guess that was it... Thats so dumb >_<


Check out my YouTube Page!
ESO - LO12DS_Fry

[This message has been edited by LO12DS_Frylock (edited 03-23-2007 @ 10:50 PM).]

PureAlbino
Skirmisher
posted 03-24-07 07:41 PM EDT (US)     743 / 1605       
Don’t worry about it

My question: Has anybody successfully added a large photo onto the ground in the form of a terrain? So far the largest flat image I have been able to add is using the aztec map object, but I heard somewhere that it was possible to add a much larger image. When I change the ddt of a terrain with an image 8x the size the new terrain image still remains small when placed on the ground.

Any help at all, just a link to a thread or tool or something


Getting credit for kjn's work: New Editor2 Expansion Patch
fryBASS
Skirmisher
(id: LO12DS_Frylock)
posted 03-25-07 11:38 AM EDT (US)     744 / 1605       
Ok, another question.

I'd like to make a kill counter system, like in Fort Wars.

Like for every kill, tribute 1 food to the player.

I think you have to use Quest Var for this, but I'm having a real hard time understanding how it works.


Check out my YouTube Page!
ESO - LO12DS_Fry
twoqtimes2
Skirmisher
posted 03-25-07 03:28 PM EDT (US)     745 / 1605       
I have links to two kill counter tutorials and I have used both and both work great.

Exact Kill Counter
Easy Kill Counter

Gearai
Skirmisher
posted 04-10-07 12:26 PM EDT (US)     746 / 1605       
I'm haveing difficulty figureing out the treasure editer.
I choose one, or more in the editer dropdown menu? (Wiki explained placement)

Is it possible to change the value, and type?


A dog who chases his own tail, Knows not what is biteing him.

[This message has been edited by Gearai (edited 04-10-2007 @ 01:06 PM).]

MosheLevi
Scenario Contest Winner
posted 04-10-07 02:15 PM EDT (US)     747 / 1605       

I'm haveing difficulty figureing out the treasure editer.
I choose one, or more in the editer dropdown menu? (Wiki explained placement)
Is it possible to change the value, and type?

I don’t believe you can change the amount of gold or wood that a specific treasure has.

However, you can select the treasure, start the treasure editor, and then you can either select another treasure or select the random option.
The random option will just cycle through the different treasures.

Gearai
Skirmisher
posted 04-10-07 03:46 PM EDT (US)     748 / 1605       
Ok, thank you MosheLevi, I was hopeing to make beaver pelt a trade comodity, in order that the player would have to collect it first, then would need to seekout, or would come across someone/someplace, to then trade it for gold, or what ever the players needs are at the time. Darn again.

What about giving a skermisher the ability to chop wood and gather treasure,
or a hero the ability to chopwood, mine gold, hunt, still be able to gather treasure, have the marksman abilitys, and take away his ability to heal himself, but still not die? I'ld like him to just lay there untill help arrived to heal him as a regular unit would be healed.


A dog who chases his own tail, Knows not what is biteing him.
fryBASS
Skirmisher
(id: LO12DS_Frylock)
posted 04-10-07 03:49 PM EDT (US)     749 / 1605       
i believe that would take some modding of the proto file.

Check out my YouTube Page!
ESO - LO12DS_Fry
Gearai
Skirmisher
posted 04-10-07 03:56 PM EDT (US)     750 / 1605       
could that that be done with the modify proto unit Effect, or would the protoxml file have to be tweaked?

A dog who chases his own tail, Knows not what is biteing him.
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