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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:
henni
Skirmisher
posted 09-21-09 01:06 PM EDT (US)     151 / 849       
thanks

it works perfect
Mister SCP
Scenario Reviewer
posted 09-22-09 02:31 PM EDT (US)     152 / 849       
here is one effect based on mod. protounit
<Effect name="Set Costs for Unit">
<Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">1</Param>
<Param name="target" dispName="Protounit" varType="protounit">1</Param>
<Param name="A" dispName="Resource ID" varType="string">3</Param>
<Param name="B" dispName="Note to Resource ID" varType="string">0=Gold;1=Wood;2=Food;7=Export;</Param>
<Param name="Field" dispName="PLZ choose your res again" varType="pufield">0</Param>
<Param name="result" dispName="New Amount" varType="string">100</Param>
<Command>xsSetContextPlayer(%PlayerID%);</Command>
<Command>trQuestVarSet("lolololo",kbUnitCostPerResource(kbGetProtoUnitID("%target%"),%A%));</Command>
<Command>trQuestVarSet("lolololo",%result%-trQuestVarGet("lolololo"));</Command>
<Command>trModifyProtounit("%target%", %PlayerID%, %Field%, trQuestVarGet("lolololo"));</Command>
</Effect>


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
Mister SCP
Scenario Reviewer
posted 10-11-09 09:09 AM EDT (US)     153 / 849       
Today I have two pretty cool effects for you (not made by me, instead made by perpetual_n00b and lostrozzacavalli (from aom.Heavangames.com)
 <Effect name="Army Deploy everywhere on the map"> 
<Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="Count2" dispName="Repeat it X times" varType="long">0</Param>
<Param name="Count" dispName="$$22435$$Count" varType="long">0</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
<Param name="Clear" dispName="$$22464$$Clear Existing Units:" varType="bool">true</Param>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%SrcArmy%,0)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>for (i=%Count2%;>0){</Command>
<Command>trQuestVarSetFromRand("lostroMetresXlol", 0, kbGetMapXSize(), true);</Command>
<Command>trQuestVarSetFromRand("lostroMetresZlol", 0, kbGetMapZSize(), true);</Command>
<Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, 1*trQuestVarGet("lostroMetresXlol"),0,1*trQuestVarGet("lostroMetresZlol"), %Heading%, %Clear%);}</Command>
</Effect>
<Effect name="Army Move to Random Location">
<Param name="SrcArmy" dispName="Army" VarType="group">default</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" varType="bool">false</Param>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trQuestVarSetFromRand("MapXRandom", 0, kbGetMapXSize(), true);</Command>
<Command>trQuestVarSetFromRand("MapZRandom", 0, kbGetMapZSize(), true);</Command>
<Command>trArmySelect("%SrcArmy%");</Command>
<Command>trUnitMoveToPoint(trQuestVarGet("MapXRandom"),0,trQuestVarGet("MapZRandom"), %EventID%, %AttackMove%);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>

You should at least try them out .



My try... You'll see
1.Units appear more often at left,right,bottom or top as on other places since from AOM to AOE3 they changed square maps to circle maps... this effects on vectors (a bit)
2.regroup was allowed

The first one can be used to place eyecandy (for extremly lazy users^^), the second one to move a army to random place


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 10-11-2009 @ 02:32 PM).]

As_Saffah
Scenario Reviewer
posted 10-11-09 08:41 PM EDT (US)     154 / 849       
The first one can be used to place resources on an otherwise blank map, for a truly random distribution. It could also probably be morphed to rmArmyDispatch to place resources randomly in a predefined Area for RMS scripting. That may actually IMPROVE even distribution of so-called "random" resources. Since you can designate areas large and small, as many as you like, you can use this with some precision to make sure there's a random nonzero amount of huntables, trees, and mines (or fish and whales) in multiple discrete areas of the map.

So, not just for lazy folk although this might make it easier to fill large areas of blankmap with props (eg Deserts).

Crunkatog on ESO
Bart331 balance suggestion: aztec: remove civ
Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
Crunkatog on Steam.
Mister SCP
Scenario Reviewer
posted 10-12-09 04:48 PM EDT (US)     155 / 849       
@AS_Saffah yes I know it. btw I also would help you with wiki but i have no account and admins don't answer to my request

@ALL a list of Conditions I have. I don't guarantee that all work. If you miss sth you would like to have then say it. It is not in chronological order (I will do it if i have some time) a list of Effects will follow if there are insterested people. If you don't know what exactly a condition do then feel free to ask.

e.g. XS OR
-if you have three conditions you can connect two of them with (XS) OR (cond. 1 has the number 0, Cond.2 the Number1...The third one must then be filled in any case and one of the two which are connected with OR must at least be ??completed??


  1. Timer
  2. Timer ms
  3. Distance to Unit
  4. Units in Area
  5. Distance to Point
  6. Is Alive
  7. Is Dead
  8. Visible to Player
  9. Units in LOS
  10. Tech Available
  11. Tech Researching
  12. Tech Status Equals
  13. Percent Complete
  14. Number Of Nuggets Collected
  15. Nugget Has Been Collected
  16. Percent Damaged
  17. All Units Dead
  18. All Buildings Dead
  19. All Units And Buildings Dead
  20. Player Is Building
  21. Building Is On Cursor
  22. Player Unit Count
  23. Player Resource Count
  24. Player Current (Not Total) XP
  25. Player Controls Socket
  26. Player Is Visiting Home City Of Player
  27. Player Is Selecting Home City Building
  28. Player Has Sent a Home City Shipment
  29. Player Sends a Home City Shipment
  30. Object Worked
  31. Player Defeated
  32. Player Active
  33. Player At Pop Cap
  34. Player Population
  35. Units Garrisoned
  36. Unit Selected
  37. Unit Type Selected
  38. Diplomacy Change
  39. Units Owned
  40. Abort Cinematic
  41. Difficulty Level
  42. Gadget Visible
  43. Army Distance to Unit
  44. Army Distance to Point
  45. Army in LOS
  46. Army Visible to Player
  47. Army Is Alive
  48. Army Is Dead
  49. Army Owned
  50. Stat Value
  51. Unit Is Garrisoned In
  52. Quest Var Check
  53. Quest Var Compare
  54. Is Movie Done Playing
  55. QV Units in Area
  56. QV Resource Count
  57. QV Number Of Nuggets Collected
  58. QV Percent Damaged
  59. QV Player Current (Not Total) XP
  60. QV Player Population
  61. QV Math
  62. Player Defeated 3 player
  63. Army Percent Damaged
  64. QV Timer
  65. QV Unit Count
  66. QV Number Of Nuggets Collected
  67. QV Percent Damaged
  68. QV Player Current (Not Total) XP
  69. QV Player Population
  70. QV Math
  71. QV Units in Area
  72. QV Timer
  73. QV Difference
  74. QV Sum
  75. QV Resource Count
  76. QV Unit Count
  77. QV Stat Value
  78. Army Percent Damaged
  79. Player Defeated 2 player
  80. Player Defeated 3 player
  81. Player Defeated 4 player
  82. Player Defeated 5 player
  83. Player Defeated 6 player
  84. Player Defeated 7 player
  85. Tech Status Equals 2 techs
  86. Tech Status Equals 3 techs
  87. Tech Status Equals 4 techs
  88. Tech Status Equals 5 techs
  89. Tech Status Equals 6 techs
  90. since they dont work (if you need them you can request a working one)
  91. QV Stat Value
  92. Player Is in Age
  93. Unit Action Type ID
  94. QV Check HP
  95. Units Not Owned
  96. Is FFA
  97. Is Not FFA
  98. Visible Location to Player Proactive
  99. XS - Action Type ID
  100. XS - Is Not Type
  101. XS - Is Type
  102. XS - Player Unit Count
  103. XS - Player All Unit Count
  104. XS - Units Not Owned
  105. XS - Units Owned
  106. QV Compare Group
  107. XS - Timer
  108. XS - Timer ms
  109. XS - Distance to Unit
  110. XS - Distance (OBJECT ID) to Unit
  111. XS - Units in Area
  112. XS - Is Alive
  113. XS - Is Dead
  114. XS - Tech Available
  115. XS - Tech Researching
  116. XS - Unit in LOS
  117. XS - Percent Complete
  118. XS - Percent Damaged
  119. XS - All Units Dead
  120. XS - All Buildings Dead
  121. XS - All Units And Buildings Dead
  122. XS - Player Is Building
  123. XS - Player Resource Count
  124. XS - Player Defeated
  125. XS - Player Active
  126. XS - Player At Pop Cap
  127. XS - Player Population
  128. XS - Diplomacy Change
  129. XS - Difficulty Level
  130. XS - Army Distance to Unit Location
  131. XS - Army in LOS
  132. XS - Army Owned
  133. XS - Stat Value
  134. XS - Quest Var Check
  135. XS - PLAYER Human
  136. XS - PLAYER Exists In Game
  137. XS - PLAYER Team
  138. Player Resource Count Compare
  139. Player Resource Count Total
  140. Player Resource Count Total Compare
  141. Protounit Available
  142. Protounit in User Defined Area
  143. Protounit Is Affordable
  144. Army % Damaged
  145. Army Being Attacked by Army
  146. Army Being Attacked by Protounit
  147. Army Distance To Army
  148. Army in Area
  149. Army in User Defined Area
  150. Army is % Alive
  151. Army Protounit in Area
  152. Army Units Distance to Protounit
  153. Army Visible to Player Proactive
  154. Building % Complete
  155. Is Moving
  156. Is Type
  157. Player % Pop Usage
  158. Player Is in Age
  159. Player Resigned
  160. Player Resource Count Compare
  161. Player Resource Count Total
  162. Player Resource Count Total Compare
  163. Protounit Available
  164. Protounit in User Defined Area
  165. Tech % Complete
  166. Tech Is Affordable
  167. Units Being Attacked by Protounit
  168. Units Being Attacked
  169. Units in User Defined Area
  170. Units Surrounding Army
  171. Visible Location to Player Proactive
  172. Visible to Player Proactive
  173. XS And
  174. XS Not
  175. XS Or
  176. XS Xor


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 10-12-2009 @ 04:52 PM).]

musketeer925
Skirmisher
posted 10-16-09 03:18 PM EDT (US)     156 / 849       
could you make an effect that combines two armies into one?
prowlers own
Skirmisher
posted 10-21-09 09:10 AM EDT (US)     157 / 849       
I'd like to see an effect that changes units to a certain stance (for AI players), so I can let musketeers do banzai charges.

GR account: Colonel Corrupt [£eg¡øn]

prowlers own,
and you call yourself a human???
Just another liberal "name caller" cause you HAVE NO FACTS
Mister SCP
Scenario Reviewer
posted 10-24-09 02:27 AM EDT (US)     158 / 849       
could you make an effect that combines two armies into one?
Yes but is limited, the resulting army must be a army you can select via a banner, but idk if it is also mp compatible (I believe it is)
I'd like to see an effect that changes units to a certain stance (for AI players), so I can let musketeers do banzai charges.
Change stances don't work.


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
Elidan
Skirmisher
posted 10-27-09 09:46 PM EDT (US)     159 / 849       
hi, i have a request and i would very grateful if you could make this trigger.

i would like a trigger that sends an army (player Gaia) towards the home city of a player (any player 1-4)and have the army attack the player, the army can either attack anything hostile (all players) on it's way or just concentrate on the one player it's going after, that's up to you, oh and it should start 50 min into the game. i will need many of the same trigger with a slight variation, i can make the variation, but just incase i don't figure out how to do it, after it's done, could you please tell me the following thing.

-how to change what player's home city the army attacks
-when the army attacks
-and how to set units to be part of the army.

also if possible but not neccesary, could you make the units appear, as in they weren't on the map before, and tell me how to set the coordinates where the army spawns.

sorry for asking so much, i would be super grateful if you guys helped me out, thanks in advance.
Mister SCP
Scenario Reviewer
posted 10-28-09 09:42 AM EDT (US)     160 / 849       
i would like a trigger that sends an army (player Gaia) towards the home city of a player (any player 1-4)and have the army attack the player, the army can either attack anything hostile (all players) on it's way or just concentrate on the one player it's going after, that's up to you, oh and it should start 50 min into the game. i will need many of the same trigger with a slight variation, i can make the variation, but just incase i don't figure out how to do it, after it's done, could you please tell me the following thing.

-how to change what player's home city the army attacks
-when the army attacks
-and how to set units to be part of the army.

also if possible but not neccesary, could you make the units appear, as in they weren't on the map before, and tell me how to set the coordinates where the army spawns.

sorry for asking so much, i would be super grateful if you guys helped me out, thanks in advance.
Let start at the easiest things: to make a timer to fire after 50 mins just multiple 60 with 50. The result is 3000. Use it in the Condition "Timer".

how to set units to be part of the army: You can them just tselect with the army editor. New Units can only join the army if you use "Army Deploy"(same effect as unit create but with armies). When using army deploy you can set the point where the army spawns.

If you really want to make it with many armies and gaia player. I might be able to write a trigger which find the bases and can send armies to it. But even better would be to solve if with a real Player using an AI.


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
Elidan
Skirmisher
posted 10-28-09 09:10 PM EDT (US)     161 / 849       
Thnx! =D

"But even better would be to solve if with a real Player using an AI."

i am not sure what u mean by this, either u stated it a little wierd or i am just not understnading you, but if you mean that you think it would be batter for a real player to control an army then that won't work for many reasons including the whole setting and story of the scenario, but i think u meant something else. btw, the army doesn't have to be Gaia, it could player 5, as long as it is uncontrolable by players and there is no sign of player 5 untill the army comes.
sufjanfan
Skirmisher
posted 10-28-09 09:38 PM EDT (US)     162 / 849       
You can use player 5, and write an AI for it, then set it as hidden so you won't know it's there until it attacks. However, it is very difficult to script AI's, and you're best option is to use triggers.
Mister SCP
Scenario Reviewer
posted 10-29-09 09:39 AM EDT (US)     163 / 849       
i am not sure what u mean by this, either u stated it a little wierd or i am just not understnading you, but if you mean that you think it would be batter for a real player to control an army then that won't work for many reasons including the whole setting and story of the scenario, but i think u meant something else. btw, the army doesn't have to be Gaia, it could player 5, as long as it is uncontrolable by players and there is no sign of player 5 untill the army comes.
AI=a computer player. Keep in mind that the AI wake up after you placed a AISart-block. If you do it after 50 mins manually the comp player will wake up after 50 mins. The AI is able to find targets itself.


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
Darthcast
Skirmisher
posted 10-29-09 01:27 PM EDT (US)     164 / 849       
Just wanted to remark that it indeed can be a problem to enable an AI later in a game. I tried that in my scenario "Indian Conquest", but the AI did only scout and built only very few units. I wasn't able to solve this back then.
I tried it in another scenario and the AI was also very stupid.

The problem might be that the AI doesn't attack immediately it's active, even if it has billions of resources... (it seems to have a "lazy phase" at the beginning )

I didn't know how to change the AI behaviour back then though. Maybe it would work with a custom AI loader... I don't know.

Play my scenarios! You won't believe how much fun they are!
Elidan
Skirmisher
posted 10-29-09 04:21 PM EDT (US)     165 / 849       
i don't need the Ai to build a colony, what i need is to send out several atacks at the home cities of players, the attacks will be spaced out in about 15 min, some small attcks and one big one.
MosheLevi
Scenario Contest Winner
posted 10-29-09 08:22 PM EDT (US)     166 / 849       
Just wanted to remark that it indeed can be a problem to enable an AI later in a game. I tried that in my scenario "Indian Conquest", but the AI did only scout and built only very few units. I wasn't able to solve this back then.
I tried it in another scenario and the AI was also very stupid.
This sounds like you got an “Easy” or “Sandbox” AI.
Make sure to set the AI’s difficulty in your scenario (it’s a custom effect).

I used the “Delayed” AI in a few of my scenarios and had no problems with that.
Darthcast
Skirmisher
posted 10-30-09 12:46 PM EDT (US)     167 / 849       
Thanks, but I don't have that problem anymore. I think I know enough now to get the CPU to do what I want.

Just wanted to remark that it can be a problem to use the AI if you want something specific.

(Oh, and I already know about the set difficulty-effect because I asked about it here some time ago and you told me. )

Play my scenarios! You won't believe how much fun they are!
Penguinman
Skirmisher
posted 10-30-09 10:01 PM EDT (US)     168 / 849       
Is there a current trigger combo that does basically "Create x number of y troops and make them attack the nearest z player" ? I'm making a trench war scenario for no apparent reason and would like to be able to do that.
Mister SCP
Scenario Reviewer
posted 10-31-09 03:56 AM EDT (US)     169 / 849       
Is there a current trigger combo that does basically "Create x number of y troops and make them attack the nearest z player" ? I'm making a trench war scenario for no apparent reason and would like to be able to do that.
No it's actually not but it wouldn't be a big problem if you say me how to calculate "z"
e.g. z=Distance from TC of Player to a point (where the army is created)


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
Penguinman
Skirmisher
posted 10-31-09 10:52 AM EDT (US)     170 / 849       
Z would be attacking a trench, for my Civil war battle of Petersburg. Thanks if you can

EDIT: I guess it would then be "Create x number of y troops and make them attack the z spot of trench"

[This message has been edited by Penguinman (edited 10-31-2009 @ 02:44 PM).]

Elidan
Skirmisher
posted 11-01-09 10:20 PM EDT (US)     171 / 849       
what he wants is basicly what i was asking for.
musketeer925
Skirmisher
posted 11-02-09 06:34 PM EDT (US)     172 / 849       
Z would be attacking a trench, for my Civil war battle of Petersburg. Thanks if you can

EDIT: I guess it would then be "Create x number of y troops and make them attack the z spot of trench"
Rather simple really:

install these triggers:
   <Effect name="QV Set Army Count Deploy">
<Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="Location" dispName="" varType="area">0,0,0</Param>
<Param name="QV1" dispName="QV Count" varType="string">QV1</Param>
<Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param>
<Param name="Clear" dispName="$$22464$$Clear Existing Units:" varType="bool">true</Param>
<Command>trArmyDispatch("%SrcArmy%", "%ProtoName%",trQuestVarGet("%QV1%"), %Location%, %Heading%, %Clear%);</Command>
</Effect>
<Effect name="Army Move to Random Unit">
<Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit 1" varType="unit">default</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit 2" varType="unit">default</Param>
<Param name="DstObject" dispName="$$22296$$Target Unit 3" varType="unit">default</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Param name="AttackMove" dispName="$$22416$$Attack Move" varType="bool">false</Param> <Param name="Run" dispName="$$35568$$Run" varType="bool">false</Param>
<Param name="RunSpeed" dispName="$$36895$$Run Speed" varType="float">1.0</Param>
<Command>trArmySelect("%SrcArmy%");</Command>

<Command>trUnitMoveToUnit("%DstObject%",%EventID%, %AttackMove%, %Run%, %RunSpeed%);</Command>
</Effect>
Then up your triggers like so:

Trigger 1
active
conditions:
(whenever you want army to attack)
effects:
fire random event:
Trigger2
Trigger3
Trigger4
Trigger5
Trigger6
QV Randomize
QV Name: ArmySize (or whatever)
Min: (The least amount of troops you want attacking)
Max: (The most amount of troops you want attacking)

Trigger2
not active
condtions:
always
effects:
QV Set Army Count Deploy
Protounit: (one of the five kinds of units you want to attack)
LocationWhere ever you want them to spawn)
QV Count: ArmySize
Army: (Have a army set up for this attack, use that one.)
fire event:
trigger7

Trigger3
not active
condtions:
always
effects:
QV Set Army Count Deploy
Protounit: (another one of the five kinds of units you want to attack)
LocationWhere ever you want them to spawn)
QV Count: ArmySize
Army: (same as trigger2)
fire event:
trigger7

Trigger4
not active
condtions:
always
effects:
QV Set Army Count Deploy
Protounit: (another one of the five kinds of units you want to attack)
LocationWhere ever you want them to spawn)
QV Count: ArmySize
Army: (same as trigger2)
fire event:
trigger7

Trigger5
not active
condtions:
always
effects:
QV Set Army Count Deploy
Protounit: (another one of the five kinds of units you want to attack)
LocationWhere ever you want them to spawn)
QV Count: ArmySize
Army: (same as trigger2)
fire event:
trigger7

Trigger6
not active
condtions:
always
effects:
QV Set Army Count Deploy
Protounit: (another one of the five kinds of units you want to attack)
LocationWhere ever you want them to spawn)
QV Count: ArmySize
Army: (same as trigger2)
fire event:
trigger7

Trigger7
not active
condtions:
always
effects:
Army Move to Random Unit
Army: (The same one you've been using for the past triggers)
Target Units: A few random hunks of eyecady in the disired places in the trenches.
Attack move: on
and run and run speed leave on their defaults.

Maybe not so simple. But doable, nonetheless.

EDIT: Ignore the sad faces, they came up cause of my poor formatting planning.

[This message has been edited by musketeer925 (edited 11-02-2009 @ 06:35 PM).]

Penguinman
Skirmisher
posted 11-02-09 08:31 PM EDT (US)     173 / 849       
Thanks! I'd be able to do it... but... reading the above instructions on how to download the trigger...I can't seem to find typetest under my Trigger3 file.
Mister SCP
Scenario Reviewer
posted 11-03-09 11:23 AM EDT (US)     174 / 849       
the best what I ve get is that units move to the nearest enemy unit (type can be selected (player also)) but base stuff did not work...all armies run down to the end of the map -.-

btw thx musketeer925 : for offering a good alternative way


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 11-03-2009 @ 11:32 AM).]

musketeer925
Skirmisher
posted 11-03-09 03:16 PM EDT (US)     175 / 849       
:P Your welcome!
Is there a list somewhere of all the known params, commands, and expressions?

[This message has been edited by musketeer925 (edited 11-03-2009 @ 03:25 PM).]

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