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Age of Empires III Heaven » Forums » Scenario Design » Have a Trigger Request? Post it here!
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Topic Subject:Have a Trigger Request? Post it here!
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Mister SCP
Scenario Reviewer
posted 05-22-09 02:11 AM EDT (US)         
So you have a trigger request?

You can post it here!

    ------------------------------------------------------------ --------------------

    Hello and welcome to the Trigger Request Thread (TRT). This thread's purpose is only to place trigger requests and discuss them.


    ------------------------------------------------------------ --------------------

    Before posting your request, it's always good to read the so-called FAQ.

    How do I install a trigger?

    When we have finished making your trigger, we'll post the required code here. To install this code you will first of all need to find your way to the AOE§ installation folder. C:\Program Files\Microsoft Games\Age of Empires3 by default).
    Now open the trigger folder if you use vanilla -trigger1, if you use TWC -trigger2, and finally if you use TAD go to -trigger3.
    Next, open the file called typetest.xml. The only thing left to do is copy the code at the right position and save. If you requested a condition, then place the line above ,
    if you requested an effect paste it right above . Note the "s" at the end of both tags.

    Notes:

  • When copying the trigger from someone please click first and only then copy the required code.

  • If you're still uncomfortable with installing triggers please backup the original typetest file, i.e. copy the original to another folder.

    How do I uninstall a trigger?
    If a trigger happens to be faulty or if it generates errors you better remove it. Just do as if you were installing a new trigger, but instead of copy-pasting new code, remove the code corresponding with the chosen trigger. Make sure to remove it completely, including the starting < effect > or < condition > tag and the corresponding < /effect > or < /condition > closing tag. Failure to do so properly will cause XML errors in the file making ALL triggers in that file inaccessbile for AoM.


    Help! My triggers have stopped working! If this doesnt help you can send an email including your scenario to mister.scp@gmail.com.


    ------------------------------------------------------------ --------------------

    Recommended Downloads:
    -Advanced Trigger Set
    -My Trigger Set
    -Gunner`s Trigger Set
    -Random22`s Trigger Set
    -Hedanito`s Trigger Set
    -Kolt`S Trigger Set
    -SH Trigger
    -M925's Trigger Set

    ------------------------------------------------------------ --------------------


    Posting a Request

    So you have read the FAQ and want to post a request? OK, go for it, just be sure to use the following format:

    Name - This should be as straightforward as possible. Try to comply with today's standards.Description - Always describe the actions that you want the trigger to perform. An example can be a great help when requesting complex triggers.

    [b]Name[/b]
    [b]Description[/b]
    [b]Params[/b]
    (A List of Params. If you are pretty nice you set them in the context with your request.)


    Unfinished Requests

    -a lot

    Finished Requests
    -even more (list isnt up to date)

    Not Possible:
    -Fixing Modify Protounit
    -Fixing Chat Contain
    -Change name of the protounit which affect also the name when you train it
    ------------------------------------------------------------ --------------------
    Additional: XS - Basics (mostly based on pftq's guide for XS - Effects + Conditions)

    XS - Triggers are a bit different from other triggers, since they use strings instead for e.g. PlayerID, Unit Select...
    The key highlight of these effects/conditions is to allow Unit Selections to be specified by number or QV. This makes great use of the effects which set QV to an OBJECT ID and opens up a whole new world of possibilites.

    This includes all original and new effects/conditions with ALL appliable fields set to use ANY form of data, including but not limited to:
  • -- Quest Var Code: enter trQuestVarGet("QVNAME")
  • -- Player Stats: enter trGetStatValue(PLAYER, STATID_NUMBER) e.g. trGetStatValue(1, 2)-> count "Enemy Units Killed" for Player 1
  • -- Math Operations: (5*PlayerStat) ...allowed are + - * / as Math Operations
  • -- Any XS Code: (just open the typetest.xml and start digging!)

    typical strings: (strings with * have additional informations on the bottom)
  • Amount (of resources), Radius, Headings, Duration, Damage Percent, Count (e.g. in Army Deploy), Rate (e.g. of Construction), Value
  • the table of PlayerID´s is a string
  • Operators* (don't use any numbers for them!)
  • Center Unit OBJECT ID/Source Unit OBJECT ID/Target Unit OBJECT ID **
  • Unit Type ID /ProtounitID ***



  • *Operators you can use are:
    == equal to
    >= equal to or higher
    <= equal to or lower
    > higher
    < lower
    != is not equal to

  • **The Unit Selections require an OBJECT ID. This is NOT the same as a NAME ID (like in Reyk's triggers). To find an OBJECT ID, use the supplied "QV Set.. OBJECT ID" effects OR select a unit and open the "Object Info" window. Open the Object Debug Info Window if you are using Age of Empires III and the ID is not readily available in the "Object Info".


    The first amount show you the Unit ID, every unit have a unique one. The third amount show you the Unit Type ID/ Protounit ID. Every MercJaeger have the ProtounitID -387-. Note that you can select ALL Units with Unit ID's but not even all with Protounit ID like cinematic blocks.

    1. ***TO USE NAME IDS: If you have the Name ID of a unit, you can convert it to OBJECT ID by using the kbGetBlockID("") function.
    2. ***For string (text) IDs, example: kbGetBlockID("ThisIsMyUnit")
    3. ***For QV, example: kbGetBlockID(""+trQuestVarGet("ThisIsMyQV"))
    4. ***For # NAME ID, example: kbGetBlockID("NUMBER")
      *** Generally, you can use kbGetBlockID(""+ID) for all, except text. As said above, enclose the text entirely with the quotes.


~MisterSCP


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 08-21-2011 @ 03:07 AM).]

AuthorReplies:
Mister SCP
Scenario Reviewer
posted 06-09-14 03:14 AM EDT (US)     801 / 847       
glad that it worked.

Didnt know you havent TAD, ofc the TAD IDs arent the same as the nilla ones. I also can only test with TAD as it had a no CD Patch (1.03) which nilla is missing


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 06-09-2014 @ 03:15 AM).]

musketeer925
Skirmisher
posted 06-09-14 07:46 AM EDT (US)     802 / 847       
I also can only test with TAD as it had a no CD Patch (1.03) which nilla is missing
Vanilla's 1.14 is a no-CD patch.
Seph29
Skirmisher
posted 06-09-14 10:53 AM EDT (US)     803 / 847       
I do have TAD, but i use to develop with vanilla for MP maps since lots of players don't have TAD.
Just for curiosity, when I tested it with TAD using 560 as ID i was getting a tree instead of abus gun..

PS: does your Teleport unit auto repeating work? I ve seen it in this topic but I didn't find it in ur trigger pack

[This message has been edited by Seph29 (edited 06-09-2014 @ 10:56 AM).]

Mister SCP
Scenario Reviewer
posted 06-09-14 01:53 PM EDT (US)     804 / 847       
Just for curiosity, when I tested it with TAD using 560 as ID i was getting a tree instead of abus gun..
eh 516, ofc 560 is a tree
PS: does your Teleport unit auto repeating work? I ve seen it in this topic but I didn't find it in ur trigger pack
could you direct me to the place where you found it?


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
Seph29
Skirmisher
posted 06-11-14 08:32 AM EDT (US)     805 / 847       
http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=12&tn=37007&st=743#post744

It seems to work to me, is it stable?
It would come in handy since the std teleport is buggy especially in MP

[This message has been edited by Seph29 (edited 06-11-2014 @ 08:35 AM).]

Mister SCP
Scenario Reviewer
posted 06-11-14 03:22 PM EDT (US)     806 / 847       
it is stable and was designed especially for multiplayer


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 06-11-2014 @ 03:25 PM).]

Seph29
Skirmisher
posted 06-11-14 04:07 PM EDT (US)     807 / 847       
Very nice....great then, just one question: should I set a different Unique ID for each trigger?
Mister SCP
Scenario Reviewer
posted 06-12-14 09:13 AM EDT (US)     808 / 847       
yes,because the trigger itself creates a new trigger with the name "AdvancedTeleport%UniqueID%" and if two triggers have the same name the whole triggersript (trigtemp.xs) wont work anymore

Happy Triggering


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 06-12-2014 @ 09:15 AM).]

Ice_cream_seller
Skirmisher
posted 02-20-16 04:44 AM EDT (US)     809 / 847       
I have a problem with the effects like send chat
I am a Chinese so i wish to make chats in Chinese,but the trigger don't work. the send chat effect only work when i type in English. I don't know this bug can be fix or not, if it can be fix i request for your help

[This message has been edited by Ice_cream_seller (edited 02-20-2016 @ 04:47 AM).]

Mister SCP
Scenario Reviewer
posted 02-20-16 07:07 AM EDT (US)     810 / 847       
these chars are not supported unluckily


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
Titan Joker
Skirmisher
posted 02-25-16 06:38 AM EDT (US)     811 / 847       
Hello! I was wondering if there was a trigger that could send chats, similiar to the skirmish chats where the AI or the player sends them and we can choose the icon and the displayed name that was set...

Similiar to this.

Is there already a trigger pack that has this? If not, is it possible to make one like this? Thanks in advance!

_________________________________________________________

Creator of The XX Century mod, look it up on ModBB and on WotTA subforums!!!

Want to learn how to add playercolor, bumpmaps and much more to your new models? Click here
Mister SCP
Scenario Reviewer
posted 02-25-16 07:43 AM EDT (US)     812 / 847       
I dont know if there is one, but what I could offer is sth like this:


https://dl.dropboxusercontent.com/u/99484297/gold_icon.png
source:
http://forum.agecommunity.com/forums/thread/829705.aspx

this is trigtemp.xs which the example above has created
void main(void)
{
}

rule _Trigger_0
minInterval 4
active
{
bool bVar0 = (true);


bool tempExp = (bVar0);
if (tempExp)
{
trChatSend(0, "<font=MainMenuButtons 18>a Gold icon");
trChatSend(0, "<icon=(20)(ui\hp_cp\hp_cp_rec_gold)> <color=2,2,0> yellow");
xsDisableRule("_Trigger_0");
trEcho("Trigger disabling rule Trigger_0");
}
}


1.the (20) means the icon size
2.if your strings become too long you would need to make it like this:

string s1="<icon=(20)(ui\hp_cp\hp_cp_rec_gold)><color=2,2,0>";
string s2="My Super cool text is written here"
send chat to player (from gaia to Player 1, s1+""+s2);


And a nice UI you have there


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 02-25-2016 @ 07:49 AM).]

Titan Joker
Skirmisher
posted 02-25-16 08:50 AM EDT (US)     813 / 847       
Hmm... I don't know if that's the best solution, if I try to make the icon bigger it will stretch unproportionaly...

_________________________________________________________

Creator of The XX Century mod, look it up on ModBB and on WotTA subforums!!!

Want to learn how to add playercolor, bumpmaps and much more to your new models? Click here
Mister SCP
Scenario Reviewer
posted 02-25-16 04:02 PM EDT (US)     814 / 847       
Have you tried larger images? or without the (20)?


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
Aizamk
Skirmisher
posted 02-26-16 03:04 PM EDT (US)     815 / 847       
afaik the only way to increase the size of a picture is by changing the font, e.g. <font=LargeInGame 24><icon=...></font>

But that wouldn't help simulate the effect you want.

What I suggest you could perhaps try is split up the image you want into separate parts (say, 4 horizontal strips)

++++ <-strip 1
++++ <-strip 2
++++ <-strip 3
++++ <-strip 4

Then you could have something like

string line1="<icon=(100)(avatarstrip1)>"+message1;
string line2="\n<icon=(100)(avatarstrip2)>"+message2;
string line3="\n<icon=(100)(avatarstrip3)>"+message3;
string line4="\n<icon=(100)(avatarstrip4)>"+message4;

string output=line1+line2+line3+line4;

I'm not sure how well the image would look like when split up like that though. You'd also have to be careful that the message length per line is not too long so it wont wrap onto the next line.

EDIT: of course this is only possible with custom textures, as there is no way to output selected parts of an image via text commands.

http://imgur.com/ZYjFk27

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

[This message has been edited by Aizamk (edited 02-26-2016 @ 03:19 PM).]

Mister SCP
Scenario Reviewer
posted 02-27-16 04:12 PM EDT (US)     816 / 847       
I found sth on an old topic:

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=12&tn=29982&st=625

1. You can use this nestling
<font=largeingame 24><icon=(60)(ui\units\native_villager_icon)>
Because of largeingame font it should work better
2. the \n command is working with Send Chat.


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 02-27-2016 @ 04:13 PM).]

Nabak
Skirmisher
posted 03-07-16 10:10 AM EDT (US)     817 / 847       
Hey, MisterSPC, i have a trigger request.

I just want an effect that can move units created in a particular zone.

For example, i made a trigger that a ship respawn in a zone when a specific unit dies. The thing i want to know is how can i make that ship do something? Move to a unit to attack him for example.

Sorry for my english, Im spanish, a youtube subscriber of your channel btw (: I hope you can help me with that.
Mister SCP
Scenario Reviewer
posted 03-07-16 03:49 PM EDT (US)     818 / 847       
This is exactly what i wanted to write

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,38314,300,all

move from area trigger ca be downloaded here. However if you have only one unit all the time armies are way better

thank you for your subscription


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 03-07-2016 @ 03:51 PM).]

woonyuxuan
Skirmisher
posted 03-30-16 07:51 AM EDT (US)     819 / 847       
Is there possible to make an ammunition system ?

somethin like condition:unit type action type
than effect:unit type forbid tactic....etc

[This message has been edited by woonyuxuan (edited 03-30-2016 @ 08:24 AM).]

Ice_cream_seller
Skirmisher
posted 05-18-16 09:41 PM EDT (US)     820 / 847       
Can you help me to fix musketeer925's trigger "Units in Area Work Units in Area"?
I want to achieve an effect that the units those be created by triggers work on the units those be created by triggers.(Source Units and Target Units are appeared after the game began)
Effect "Protounits work on Unit " can only make units work on the units those be selected.
This is his trigger


<Effect name="Units in Area Work Units in Area">
<Param name="Player1" dispName="Source Player" VarType="string">1</Param>
<Param name="UnitType1" dispName="Source Unit Type" VarType="unittype">Unit</Param>
<Param name="DstPoint1" dispName="$$22410$$X" varType="area">0</Param>
<Param name="Dist1" dispName=" SourceRadius" VarType="string">10</Param>
<Param name="Player" dispName="Target Player" VarType="string">1</Param>
<Param name="UnitType" dispName="Target Unit Type" VarType="unittype">Unit</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0</Param>
<Param name="Dist" dispName="Target Radius" VarType="string">10</Param>
<Command>for (allx=1600;>=-1){ if (kbGetUnitTypeName(allx)=="%UnitType1%") break;}</Command>
<Command>for(Qid1=0;>1){}</Command>
<Command>xsSetContextPlayer(%Player1%);kbLookAtAllUnitsOnMap();</Command>
<Command>Qid1=kbUnitQueryCreate("QDUA_%Player1%_%UnitType1%");</Command>
<Command>kbUnitQuerySetPlayerID(Qid1, %Player1%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid1, allx);</Command>
<Command>kbUnitQuerySetPosition(Qid1, vector(%DstPoint1%));</Command>
<Command>kbUnitQuerySetMaximumDistance(Qid1, %Dist1%);</Command>
<Command>kbUnitQuerySetAscendingSort(Qid1, true);</Command>
<Command>kbUnitQuerySetState(Qid1, 2);</Command>
<Command>kbUnitQueryResetResults(Qid1);</Command>
<Command>kbUnitQueryExecute(Qid1);</Command>
<Command>for (all=1600;>=-1){ if (kbGetUnitTypeName(all)=="%UnitType%") break;}</Command>
<Command>for(Qid=0;>1){}</Command>
<Command>xsSetContextPlayer(%Player%);kbLookAtAllUnitsOnMap();</Command>
<Command>Qid=kbUnitQueryCreate("QDUA_%Player%_%UnitType%");</Command>
<Command>kbUnitQuerySetPlayerID(Qid, %Player%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid, all);</Command>
<Command>kbUnitQuerySetPosition(Qid, vector(%DstPoint%));</Command>
<Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
<Command>kbUnitQuerySetAscendingSort(Qid, true);</Command>
<Command>kbUnitQuerySetState(Qid, 2);</Command>
<Command>kbUnitQueryResetResults(Qid);</Command>
<Command>kbUnitQueryExecute(Qid);</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelect(""+kbUnitQueryGetResult(Qid1, 0)+"");</Command>
<Command>trUnitDoWorkOnUnit(""+kbUnitQueryGetResult(Qid, 0)+"",-1);</Command>
</Effect>

[This message has been edited by Ice_cream_seller (edited 05-18-2016 @ 09:50 PM).]

Mister SCP
Scenario Reviewer
posted 05-19-16 01:05 AM EDT (US)     821 / 847       
How much units do you have in mind to be worked on? For one unit it isnt too hard (you would store the unit in an army and this makes it easy to find), for many units it is kinda more difficult


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 05-19-2016 @ 01:10 AM).]

ChinaBurgerMaker
Skirmisher
posted 05-21-16 04:10 AM EDT (US)     822 / 847       
Ice_cream_seller is me.Because I lost my account password so I have to apply for a new account, sorry for this.
I want 8 units to be worked on.I want to use triggers to make a group of settlers work on a group of sheep.
When the sheep has been collected there will be created new sheep.When the settlers are dead there will be created new settlers.And new settlers will work on the new sheep.

[This message has been edited by ChinaBurgerMaker (edited 05-21-2016 @ 04:12 AM).]

Mister SCP
Scenario Reviewer
posted 05-23-16 02:55 AM EDT (US)     823 / 847       
i've tested it. And it seems like trUnitWork just can have targets that are preplaced


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
Aizamk
Skirmisher
posted 05-26-16 06:47 PM EDT (US)     824 / 847       
@woonyuxuan I think that it would be possible to create an ammunition system in a limited way: basically if coin=0, then auto switch all musketeers to melee mode, and any further invisible projectiles fired by them would disappear (i.e. do no damage, but animation would still be done).

@FestivalStallOwnerTator I think maybe it's possible to do it with the targeting units spawned via triggers, but as Mister SCP said, it looks like targeted units need to already be in the scenario- perhaps make them transform from cinematic blocks instead? Anyway will do some experiments on this tomorrow. Probably best if you give a clearer explanation on how it is to be used in your scenario.

EDIT: Here's something I put together that may or may not be suitable for your purposes:

<Effect name="Units in Area Work on Name">
<Param name="Player" dispName="Source Player" VarType="string">1</Param>
<Param name="UnitType" dispName="Source Unit Type" VarType="unittype">Unit</Param>
<Param name="DstPoint" dispName="$$22410$$X" varType="area">0</Param>
<Param name="Dist" dispName="SourceRadius" VarType="string">10</Param>
<Param name="ScenName" dispName="Target ScenName" varType="string">lower case</Param>

<Command>for (utid=1665;>=-1){ if (kbGetUnitTypeName(utid)=="%UnitType%") break;}</Command>
<Command>for(Qid=0;>1){}for(Qsize=0;>1){}</Command>
<Command>xsSetContextPlayer(%Player%);kbLookAtAllUnitsOnMap();</Command>
<Command>Qid=kbUnitQueryCreate("shouldnotmatterwhatthisiscalled");</Command>
<Command>kbUnitQuerySetPlayerID(Qid, %Player%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid, utid);</Command>
<Command>kbUnitQuerySetPosition(Qid, vector(%DstPoint%));</Command>
<Command>kbUnitQuerySetMaximumDistance(Qid, %Dist%);</Command>
<Command>kbUnitQuerySetState(Qid, cUnitStateAlive);</Command>
<Command>Qsize=kbUnitQueryExecute(Qid);</Command>
<Command>trUnitSelectClear();</Command>
<Command><![CDATA[for(i=0;<Qsize){]]></Command>
<Command>trUnitSelectByID(kbUnitQueryGetResult(Qid, i));</Command>
<Command>}</Command>
<Command>trUnitDoWorkOnUnit("%ScenName%",-1);</Command>
<Command>trUnitSelectClear();</Command>
<Command>kbUnitQueryDestroy(Qid);</Command>
</Effect>

You can use it to get units of a certain type from an area (either already existing or created by triggers) to work on a unit that was created using the Unit Create trigger.

Note that in the Unit Create trigger, you have the option to specify a name.

So for example:

Trigger 1:
Unit Create Multi x10 SettlerWagon in an area
Unit Create x1 Mill in an area. Set name to germansp1mill1 or something.

Trigger 2: (could probably even be part of trigger 1)
After 1 Second Timer
Units In Area Work on Name
Set unit type as SettlerWagon, set area/distance to where they were spawned
Set name (lower case) to germansp1mill1

IMPORTANT: name must be lower-case. Using capital letters will not work.

So then you have a trigger (or two) that spawns villagers and buildings and then has them work on the appropriate building.

PS @Mister SCP: Good to see you're still around on these forums

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

[This message has been edited by Aizamk (edited 05-26-2016 @ 08:21 PM).]

Mister SCP
Scenario Reviewer
posted 05-27-16 05:28 AM EDT (US)     825 / 847       
wow, thumbs up. This works


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
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