Due Hi guys, Ykkrosh and I found out a few neat things for the buggy AoE3 Editor. < < < < < < < < < < Unit Stop: Stops the current unit. I think those effects are very handy and so I published Next find: How to turn off your allieds' LOS: Modify units: My recommendation is to add a new tech to the BTW, my Editor Patch which fixes various bugs will be included in the That's it so far, see you, Grün (Oh, and thanks Ykkrosh!)" [This message has been edited by Gaurdian_112 (edited 12-10-2005 @ 10:43 PM).]
to the forums' formatting (or something) there're errors in the effect
scripts, like missing spaces etc. Experienced users can rectify the
code on their own, inexperienced ones can contact me to send them the
trigger file as a whole: gruengruengruen
First of all, some new effects (I think there's a guide in the wiki
how you can include them in your scenario): <
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varType="unit">
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loopParm="SrcObject">
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="string">
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varType="unit">
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trQuestVarSet("trt12areax", xsVectorGetX(trtarea));
trQuestVarSet("trt12areay", xsVectorGetY(trtarea));
trQuestVarSet("trt12areaz", xsVectorGetZ(trtarea));
trQuestVarSet("trt12player", %Player%);<
<
trUnitSelect("%SrcObject%"); if
(trUnitIsOwnedBy(trQuestVarGet("trt12player")))
{trUnitTeleport(trQuestVarGet("trt12areax"),
trQuestVarGet("trt12areay"), trQuestVarGet("trt12areaz"));}<
<
<
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varType="unit">
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trQuestVarSet("trm34areax", xsVectorGetX(trmarea));
trQuestVarSet("trm34areay", xsVectorGetY(trmarea));
trQuestVarSet("trm34areaz", xsVectorGetZ(trmarea));
trQuestVarSet("trm34player", %Player%);<
<
trUnitSelect("%SrcObject%"); if
(trUnitIsOwnedBy(trQuestVarGet("trm34player")))
{trUnitMoveToPoint(trQuestVarGet("trm34areax"),
trQuestVarGet("trm34areay"), trQuestVarGet("trm34areaz"), -1, false,
false, 1.0);}<
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varType="stringid">
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varType="unit">
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varType="unitstance">
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loopParm="SrcObject">
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varType="unit">
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loopParm="SrcObject">
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Deselect Units: Does what it says. Useful for cinematics as waypoint
flags won't show up any more. (Taken from the SNXT.)
Else Begin/End: Executes the effects in between those two effects if
the trigger's condition is NOT met. You have to enter the trigger's
name in Else End. (Taken from the SNXT.)
Auto Formation Off: The thing you all waited for, created by Ykkrosh
you save/exit AoE3/load a game. Units won't regroup any more.
If Owned By Player Teleport/Move: Those are very useful for RPGs: You
select all characters that can join you on your way, and only those
who already have joined you will be moved/teleported. (Created by
Ykkrosh & me.)
If Begin/If ... Else Begin: Inserts an "If". The condition for that
"If" has to be specified in the "If Begin" effect. Additionally you
can use If ... Else: It fires if the "If" is not met (contrary to the
other Else effects above, which fire when the condition of the whole
trigger is not met).
To end those two effects you need If/If ... Else End.
Example for the "If" triggers: This represents the effects of a
trigger: If Begin, Message, If/If ... Else End, If ... Else, Send
Chat, If/If ... Else End.
Unit Set Stance/HP: Taken from the SNXT.
them/re-published them
In the very first trigger of your scenario use Set Tech Status, Spies,
Unobtainable, and the Player Reset Blackmap. Voilà. Easier than Player
LOS Change (plus that one was buggy in AoM, so I don't trust it).
techtree.xml which contains all your modifications and then use it in
your scenario.
next New Editor by reyk