dhplante
Skirmisher
posted 01-04-08 10:33 AM
EDT (US)
276 / 736
To RF_Gandalf,
I wanted to thank you very much for all the help that you
have given to me and the community...
and wish you a Happy New Year...
dany
RF_Gandalf
Skirmisher
posted 01-14-08 08:09 PM
EDT (US)
278 / 736
They have not responded to previous questions...I have tried.
anyway I don't need that anymore. I am pretty sure there is a hardcoded limit to the number of native civs that can be enabled for a map.
RF_Gandalf
Skirmisher
posted 01-16-08 04:36 PM
EDT (US)
281 / 736
talk about stupid careless mistakes...
corrected version to be posted in a few moments.
Thanks for the feedback. I've been trying to do these maps with inadequate time for testing.
dhplante
Skirmisher
posted 01-20-08 09:20 PM
EDT (US)
283 / 736
TO RF_Gandalf,
Have a question ...
when we are using the constraint:avoid All...
ex:
rmAddObjectDefConstraint(berries2ID, avoidAll);
// Constraint:
int avoidAll=rmCreateTypeDistanceConstraint("avoid all", "all", 7.0);
what exactly are we avoiding with it?
i have seen on some map...in the constraint section...
that it was categorized as...decoration avoidance...
on other ... general avoidance...
can you define it please...
Thanks again...
dany...
RF_Gandalf
Skirmisher
posted 01-21-08 10:37 AM
EDT (US)
284 / 736
dany - I have not seen it ever defined by ES. My assumption is that it avoids all OBJECTS. At least that is how it seems to work.
dhplante
Skirmisher
posted 01-21-08 06:23 PM
EDT (US)
285 / 736
To RF_Gandalf,
As usual...you have the answer that i need...
thank you very much...
Dany...
RF_Gandalf
Skirmisher
posted 02-17-08 09:03 PM
EDT (US)
287 / 736
You would have to do a mod to make an actual 'forest' type with trees and berry bushes.
However you could place any type of forest patch then add berry bushes to that forest in singles or small groupings that would look the same as what you seem to be looking for.
dhplante
Skirmisher
posted 02-24-08 12:31 PM
EDT (US)
288 / 736
TO RF_Gandalf,
Hello again...
i was reading the help file for aom and i came across this line...Using the console, you can get help for any command by typing: help(“command”)”.
my question is what console are they refering to...?
and where is it located?
thanks again...
dany
RF_Gandalf
Skirmisher
posted 02-24-08 02:04 PM
EDT (US)
289 / 736
No idea what they were referring to for AOM then, or now for AOE3.
dhplante
Skirmisher
posted 02-24-08 03:44 PM
EDT (US)
290 / 736
To RF_Gandalf...
thanks...
dany...
camo90
Skirmisher
posted 02-25-08 09:10 AM
EDT (US)
293 / 736
If there is anyone here who is good at rms, please can you post here the necessary codes to create a normal light\ fog cycle? I think it is possible by using the set lighting trigger, but I don't know what should I write...Here is the script which activates the Northwest Territory rain cycles, I think it is the closest script to the one I want to write down
// Sets up the rain triggers - rain hard for 20 seconds, then lightly, then hard again, then medium, then off.
rmCreateTrigger("ChangeRain1");
rmSwitchToTrigger(rmTriggerID("ChangeRain1"));
rmSetTriggerActive(true);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 20);
rmAddTriggerEffect("Render Rain");
rmSetTriggerEffectParamFloat("Percent", 0.3);
rmCreateTrigger("ChangeRain2");
rmSwitchToTrigger(rmTriggerID("ChangeRain2"));
rmSetTriggerActive(true);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 40);
rmAddTriggerEffect("Render Rain");
rmSetTriggerEffectParamFloat("Percent", 1.0);
rmCreateTrigger("ChangeRain3");
rmSwitchToTrigger(rmTriggerID("ChangeRain3"));
rmSetTriggerActive(true);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 60);
rmAddTriggerEffect("Render Rain");
rmSetTriggerEffectParamFloat("Percent", 0.3);
rmCreateTrigger("ChangeRain4");
rmSwitchToTrigger(rmTriggerID("ChangeRain4"));
rmSetTriggerActive(true);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 75);
rmAddTriggerEffect("Render Rain");
rmSetTriggerEffectParamFloat("Percent", 0.0);
RiverWalker
Skirmisher
posted 02-27-08 04:03 PM
EDT (US)
294 / 736
That code will set the rain to change levels at those specific times. I believe you want a cycle. So, you should try something like this:
int FogCycle=rmCreateTrigger("Fog Cylce");
int DayCycle=rmCreateTrigger("Day Cycle");
rmSwitchToTrigger(FogCycle);
rmSetTriggerActive(true);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 20);//Whatever time you want in seconds DAY TIME
rmAddTriggerEffect("Set Lighting");
rmSetTriggerEffectParam("SetName", "");//whatever lighting you want in the quotes
rmSetTriggerEffectParamInt("FadeTime", );//I am fairly certain this is the time between the previous lighting and the new one
rmAddTriggerEffect("Fire Event");
rmSetTriggerEffectParamInt("EventID", DayCycle);
rmSwitchToTrigger(DayCycle);
rmSetTriggerActive(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 20);//Whatever time you want in seconds FOG TIME
rmAddTriggerEffect("Set Lighting");
rmSetTriggerEffectParam("SetName", "");//whatever lighting you want in the quotes
rmSetTriggerEffectParamInt("FadeTime", );//I am fairly certain this is the time between the previous lighting and the new one
rmAddTriggerEffect("Fire Event");
rmSetTriggerEffectParamInt("EventID", FogCycle);
I have not tried this, although I was thinking of it. Tell me if it works. (and don't hate me for any minor spelling errors) But in theory this trigger set should run day as long as you want, then fog as long as you want, then back to day in an unchanging cycle.
RiverWalker
Skirmisher
posted 02-28-08 07:04 PM
EDT (US)
296 / 736
TriggerActive I have, and is necesary otherwise yboth will run at the same time, triggerLoop, it is default on false so you don't need to add it, Trigger Priority you don't need, I really have no idea why it even exists. And RunImmediately is default false and you don't really need it to be that exact, that just makes the map take longer to start after it has loaded, but you could add it true is you really wanted to. I am glad what I wrote isn' complete gibberish, I mean, I know a thing or two, but really not that much of an expert myselft either.
RiverWalker
Skirmisher
posted 02-29-08 03:50 PM
EDT (US)
298 / 736
It is important for exact triggers, but I am not sure how exact you need the day to be. The way I was going to use this was more eye candy than necessary.
camo90
Skirmisher
posted 03-01-08 02:55 PM
EDT (US)
299 / 736
Thank you very much RF_Gandalf,
now my fog\normal light cycle works perfectly! My random map will be published in a modpack called African Wilderness
RiverWalker
Skirmisher
posted 03-01-08 04:47 PM
EDT (US)
300 / 736
I am glad it worked.
I was wondering if anyone could explain to me the basics of XS insertion, because from what I have seen from pftq's image of the Castle Blood code, I will definitely need a working knowledge of it to work the map. What I have seen is that you send code in a "Send Chat" trigger which is inserted into the game, perhaps with */ \* but really I know nothing.