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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 PlayerIDŽs 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 01-02-11 04:01 PM EDT (US)     401 / 849       
It would be possible if the Hotkey trigger would be made up for Multiplayer. I think I ' ll find usefull stuff at AOM heavengames, to make the hotkey trigger working for Multiplayer

Edit: Finally I believe this could work online (musk would you test it please :O.
    <Effect name="Multiplayer Hotkey Protounit">
<Param name="Key" dispName="Hotkey" varType="string">q</Param>
<Param name="Mode" dispName="Mode to map it in" varType="string">earthquake</Param>
<Param name="Proto" dispName="Protounit to kill" varType="protounit">Villager</Param>
<Command>map("%Key%","%Mode%","uiFindType(\"%Proto%\") uiDeleteSelectedUnit()");</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

[This message has been edited by Mister SCP (edited 01-02-2011 @ 04:19 PM).]

musketeer925
Skirmisher
posted 01-02-11 07:56 PM EDT (US)     402 / 849       
Alright SCP, I'll have to try that one out. (Sadly, I must reinstall first, I've screwed something up and I'm getting a CRC. :\)

Also, I can't get the following trigger to work correctly:


<Effect name="Unit Work Units in Area">
<Param name="SrcObject" dispName="$$22295$$Source Units" varType="unit">default</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="$$22303$$Radius" VarType="string">10</Param>
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<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, false);</Command>
<Command>kbUnitQueryResetResults(Qid);</Command>
<Command>kbUnitQueryExecute(Qid);</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trUnitDoWorkOnUnit(""+kbUnitQueryGetResult(Qid, 0)+"",%EventID%);</Command>
</Effect>



It seems it only works if the target is the first unit placed for that player.

Second Question:
How do I make a unit not automatically attack a unit that comes into its range?

And @ Pegasus: The trigger was just a matter of converting the one I have for the factory; all I had to do was change the Params, name, and what tactic they got set to.

[This message has been edited by musketeer925 (edited 01-02-2011 @ 09:13 PM).]

Pegasus77
Skirmisher
posted 01-03-11 08:55 AM EDT (US)     403 / 849       
Hey SCP of course i downloaded ur new array trigger pack and i must say its really good! But (maybe i did something wrong) i cant find the effect "Array Typewriter *TL*". Are u sure that these effect is in the file?
Ok thats all for the mom.

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-03-11 09:16 AM EDT (US)     404 / 849       
I m now sure that i forgot to upload it

-updated-

Edit: For musk these might help you


<Effect name="Protounits work on Unit *TL*">
<Param name="DstObject" dispName="Target Unit" VarType="unit">default</Param>
<Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">1</Param>
<Param name="UnitType" dispName="$$22302$$Unit Type" VarType="unittype">Unit</Param>
<Param name="Booler" dispName="Include Center Unit" varType="bool">false</Param>
<Command>for(all=1600;>=-1){ if (kbGetUnitTypeName(all)=="%UnitType%") break;}</Command>
<Command>trUnitSelectClear();</Command>
<Command>selectUnitsInArea(all,%PlayerID%,kbGetBlockPosition("%DstObject%"),20000,%DstObject%);</Command>
<Command>if(%Booler%==true)trUnitSelect("%DstObject%");</Command>
<Command>trUnitDoWorkOnUnit("%DstObject%");</Command>
</Effect>


<Effect name="Protounits work on Units *TL*">
<Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">1</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="DstObject" dispName="Target Unit" VarType="unit">default</Param>
<Param name="DstObject2" dispName="Target Unit2" VarType="unit">default</Param>
<Param name="DstObject3" dispName="Target Unit3" VarType="unit">default</Param>
<Param name="DstObject4" dispName="Target Unit4" VarType="unit">default</Param>
<Param name="DstObject5" dispName="Target Unit5" VarType="unit">default</Param>
<Command>for(Qid=0;>1){}</Command>
<Command>for(tla=0;>1){}</Command>
<Command>xsSetContextPlayer(%PlayerID%);kbLookAtAllUnitsOnMap();</Command>
<Command>Qid=kbUnitQueryCreate("QDUA_%PlayerID%_%ProtoName%");</Command>
<Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%ProtoName%"));</Command>
<Command>kbUnitQuerySetPosition(Qid, kbGetBlockPosition("%DstObject%"));</Command>
<Command>kbUnitQuerySetMaximumDistance(Qid, 10000);</Command>
<Command>kbUnitQuerySetAscendingSort(Qid, false);</Command>
<Command>kbUnitQuerySetState(Qid,2);</Command>
<Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){ </Command>
<Command>tla=tla+1;</Command>
<Command>if (tla==6) tla=1;</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(1*kbUnitQueryGetResult(Qid,i));</Command>
<Command>if (tla==1) trUnitDoWorkOnUnit("%DstObject%");</Command>
<Command>else if (tla==2) trUnitDoWorkOnUnit("%DstObject2%");</Command>
<Command>else if (tla==3) trUnitDoWorkOnUnit("%DstObject3%");</Command>
<Command>else if (tla==4) trUnitDoWorkOnUnit("%DstObject4%");</Command>
<Command>else trUnitDoWorkOnUnit("%DstObject5%");</Command>
<Command>}</Command>
</Effect>


I'm not sure but i think you have to use the queries for unit selection and use e.g. the gold mine with SrcObect. But I dont know exactly what the trigger should do

About #2: converting (interrups attack),(setting an animation),make unit invulnerable

@ pegasus: I ve to rework the ArraY eCHO EFFECTS FOR Multiplayer, but else i just need to be sure that the hotkey trigger works online

(This one is another kind of Hotkey trigger! It kills a protounit! You need a second effect with units in area to check if unit is alive. Btw I may add tracks to store camera position)


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 01-03-2011 @ 09:30 AM).]

Mister SCP
Scenario Reviewer
posted 01-03-11 12:34 PM EDT (US)     405 / 849       
These works fine for me, also musk said that my new hotkey trigger is working in multiplayer. I could add a auto-reselection of your "Mice" if you want since it deselect it:

<Effect name="Multiplayer Hotkey Protounit"> <Param name="Key" dispName="Hotkey" varType="string">q</Param> <Param name="Mode" dispName="Mode to map it in" varType="string">earthquake</Param> <Param name="Proto" dispName="Protounit to kill" varType="protounit">Villager</Param> <Command>map("%Key%","%Mode%","uiFindType(\"%Proto%\") uiDeleteSelectedUnit()");</Command> </Effect>
 <Effect name="Inventory: MP Echo Item"> 
<Param name="qvname" dispName="QV Name of Array" varType="string">Inventory</Param>
<Param name="Value2" dispName="Item Name" varType="string">Item</Param>
<Param name="PlayerID" dispName="To Player" VarType="player">1</Param>
<Command><![CDATA[for (j=-1;<=trQuestVarGet("%qvname%3")) {]]></Command>
<Command>if (""+xsArrayGetString(trQuestVarGet("%qvname%2"),j)=="%Value2%") break;}</Command>
<Command>if (""+xsArrayGetString(trQuestVarGet("%qvname%2"),j)=="%Value2%") trChatSendToPlayer(0,%PlayerID%,""+xsArrayGetInt(trQuestVarGet("%qvname%1"), j)+"x "+xsArrayGetString(trQuestVarGet("%qvname%2"),j)+"");</Command>
</Effect>
<Effect name="Inventory: MP Echo All Items">
<Param name="qvname" dispName="QV Name of Array" varType="string">Inventory</Param>
<Param name="PlayerID" dispName="To Player" VarType="player">1</Param>
<Command><![CDATA[for (j=-1;<=trQuestVarGet("%qvname%3")) {]]></Command>
<Command><![CDATA[if ((""+xsArrayGetString(trQuestVarGet("%qvname%2"),j)!=" ") && (""+xsArrayGetString(trQuestVarGet("%qvname%2"),j)!=""))]]></Command>
<Command>trChatSendToPlayer(0,%PlayerID%,""+xsArrayGetInt(trQuestVarGet("%qvname%1"), j)+"x "+xsArrayGetString(trQuestVarGet("%qvname%2"),j)+"");}</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
Pegasus77
Skirmisher
posted 01-10-11 09:53 AM EDT (US)     406 / 849       
Hey SCP iŽd need a trigger called, "SIMSTOOLS modify all protounits" and btw can u upload ur multiplayer hotkey triggers in pack with an example scenario if it is done?

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-10-11 12:00 PM EDT (US)     407 / 849       


<Effect name="SIMSTools Modify All Protounit">
<Param name="Field" dispName="Field" varType="pufield">0</Param>
<Param name="zdelta" dispName="Delta" varType="float">1.0</Param>
<Command>i = 1;</Command>
<Command>tmpI = 0;</Command>
<Command>while(trQuestVarGet("AngrySIMSTools_NumPlayers") >= i)</Command>
<Command>{</Command>
<Command> if(trQuestVarGet("AngrySIMSTools_" + i + "_ShouldDoSomething") == 1)</Command>
<Command> {</Command>
<Command>for(in=1500;>=1){</Command>
<Command>trModifyProtounit(""+kbGetProtoUnitName(in), i, %Field%, %zdlta%);</Command>
<Command> }}</Command>
<Command> i++;</Command>
<Command>}</Command>
</Effect>


well about the hotkey Trigger (i dont wanna do a example scenario)

You need a unique Protounit

Trigger1:
Always
Hotkey Trigger MP (dont support "cinematic" so use "game" instead of earthquake (is from AOM)
-choose unique Protounit
->The trigger will kill the protounit when the key is pressed
Trigger2: (looped)
Units in Area: Your Protounit amount =0
Effect: Your Effect
+Create new Proto (else the trigger just works once)


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 01-10-2011 @ 04:54 PM).]

Pegasus77
Skirmisher
posted 01-10-11 01:50 PM EDT (US)     408 / 849       
Yea thx SCP. Is the online hotkey these trigger u posted before my post? And btw is this a "simstools modify protounit" or a "simstools modify all protounits" trigger? Because it sais just modify protounit :P

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-10-11 04:56 PM EDT (US)     409 / 849       
Yea thx SCP. Is the online hotkey these trigger u posted before my post?
YES!
And btw is this a "simstools modify protounit" or a "simstools modify all protounits" trigger? Because it sais just modify protounit :P
fixed the title and the parmas (code is hopefully working )


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
musketeer925
Skirmisher
posted 01-10-11 04:57 PM EDT (US)     410 / 849       
Mister SCP
Scenario Reviewer
posted 01-10-11 09:10 PM EDT (US)     411 / 849       
because there creator was named sth about angry..zor (angryRazor idk)


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 01-11-2011 @ 09:54 AM).]

musketeer925
Skirmisher
posted 01-10-11 09:53 PM EDT (US)     412 / 849       
Zeurkous
Skirmisher
posted 01-11-11 02:08 PM EDT (US)     413 / 849       
i don't know if it already exist
but i would be nice if anyone made a trigger that hides units when playing but not when in the editor.
can anyone make that for me?
thanks

oh i would be nice if it could be turn on and off whenever i want
Mister SCP
Scenario Reviewer
posted 01-11-11 02:59 PM EDT (US)     414 / 849       
i ve in mind a change units in area trigger. (change them to a AISTragetBlockWeak/Strong Cinematic Block)
<Effect name="Convert/Change Units in Area (Point)">
<Param name="Object" dispName="Center Point" varType="area">0,0,0</Param>
<Param name="Dst" dispName="Radius" varType="string">10.0</Param>
<Param name="UnitId" dispName="Unit Type ID (Optional)" varType="string">-1</Param>
<Param name="FromPlayer" dispName="From Player or 99 for ALL" varType="string">99</Param>
<Param name="ToPlayer" dispName="To Player" varType="string">0</Param>
<Param name="ChangeUnit" dispName="Change Protounit Type" varType="string">Do Not</Param>
<Command>trQuestVarSet("convarea", 0);</Command>
<Command>trQuestVarSet("ffweho",0);</Command>
<Command>if(%FromPlayer%!=99) trQuestVarSet("vroom", %FromPlayer%);</Command>
<Command>trQuestVarSet("warthog", 0);</Command>
<Command>trQuestVarSet("zeep", 0);</Command>
<Command>if(%UnitId%>=0) {</Command>
<Command>trQuestVarSet("zeep", %UnitId%);</Command>
<Command>}</Command>
<Command>if(0>%UnitId%) {</Command>
<Command>while(kbGetUnitTypeName(trQuestVarGet("zeep"))!="All") {</Command>
<Command>trQuestVarSet("zeep", trQuestVarGet("zeep")+1);</Command>
<Command>}}</Command>
<Command>trQuestVarSet("lastpl", xsGetContextPlayer());</Command>
<Command>if(%FromPlayer%!=99) trQuestVarSet("blarg",%FromPlayer%);</Command>
<Command>if(%FromPlayer%==99) {</Command>
<Command>trQuestVarSet("blarg",0);</Command>
<Command>trQuestVarSet("vroom",12);</Command>
<Command>}</Command>
<Command>trQuestVarSet("i",trQuestVarGet("blarg"));</Command>
<Command>while(trQuestVarGet("vroom")>=trQuestVarGet("i")) {</Command>
<Command>xsSetContextPlayer(trQuestVarGet("i"));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trQuestVarSet("convarea", kbUnitQueryCreate("convarea"));</Command>
<Command>kbUnitQuerySetPlayerID(trQuestVarGet("convarea"), trQuestVarGet("i"));</Command>
<Command>kbUnitQuerySetUnitType(trQuestVarGet("convarea"), trQuestVarGet("zeep"));</Command>
<Command>kbUnitQuerySetPosition(trQuestVarGet("convarea"), vector(%Object%));</Command>
<Command>kbUnitQuerySetMaximumDistance(trQuestVarGet("convarea"), %Dst%);</Command>
<Command>kbUnitQuerySetAscendingSort(trQuestVarGet("convarea"), true);</Command>
<Command>kbUnitQueryResetResults(trQuestVarGet("convarea"));</Command>
<Command>trQuestVarSet("warthog", kbUnitQueryExecute(trQuestVarGet("convarea")));</Command>
<Command>while(trQuestVarGet("warthog")>0) {</Command>
<Command>trQuestVarSet("warthog", trQuestVarGet("warthog")-1);</Command>
<Command>trQuestVarSet("ffweho", kbUnitQueryGetResult(trQuestVarGet("convarea"), trQuestVarGet("warthog")));</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(trQuestVarGet("ffweho"));</Command>
<Command>trUnitConvert(%ToPlayer%);</Command>
<Command>if("%ChangeUnit%"!="Do Not") trUnitChangeProtoUnit("%ChangeUnit%");</Command>
<Command>}</Command>
<Command>trQuestVarSet("i", trQuestVarGet("i")+1);}</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastpl"));</Command>
</Effect>

OR
(requires Typeloader)
     <Effect name="Change Units In Area (Center Unit) *TL*">
<Param name="Object" dispName="Center Unit" varType="unit">default</Param>
<Param name="Dst" dispName="Radius" varType="string">10.0</Param>
<Param name="UnitType" dispName="Unit Type" VarType="unittype">Unit</Param>
<Param name="FromPlayer" dispName="From Player or -1 for ALL" varType="string">99</Param>
<Param name="To" dispName="Protounit" varType="protounit">default</Param>
<Param name="Booler" dispName="Include Center Unit" varType="bool">false</Param>
<Command>for(all=1600;>=-1){ if (kbGetUnitTypeName(all)=="%UnitType%") break;}</Command>
<Command>trUnitSelectClear();</Command>
<Command>selectUnitsInArea(all,%FromPlayer%,kbGetBlockPosition("%Object%"),%Dst%,%Object%);</Command>
<Command>if(%Booler%==true)trUnitSelect("%Object%");</Command>
<Command>trUnitChangeProtoUnit("%To%");</Command>
</Effect>

I have no other idea yet


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
Pegasus77
Skirmisher
posted 01-13-11 09:32 AM EDT (US)     415 / 849       
Hey SCP, did you uploaded ur multiplayer hotkey stuff into ur array system pack?

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-13-11 02:39 PM EDT (US)     416 / 849       
not yet it's still availabele in this forum, (you mustnt use it in cinematic mode) just game mode 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
maxulino
Skirmisher
posted 01-15-11 11:30 PM EDT (US)     417 / 849       
Hey mister scp I need a trigger that modify only one protounit not all of them like you trigger the unit you want to modify and is it possible to fix the modify protounit atack glitch cuz i hate using the techs thanks!
Pegasus77
Skirmisher
posted 01-16-11 06:31 AM EDT (US)     418 / 849       
@ maxulino why did u hate it?
And @ SCP: I tried ur MP hotkey but i think it failed. (I tested it offline, in the editor.)

Here ive done this:

1.
Conditions: (I tried looped and not looped)
Always
Effeckts:
Mp Hotkey trigger
-a
-game
-AbusGun

2.
Conditions: (looped)
Units in area
-AbusGun
-radius: 999
-Player 0 (because the abus was gaia)
- ==
- 0
Timer (3 sec.)

Effeckts:
Send chat
Unit create (New Abus)

Hmm thats all, can u pls tell me what was wrong?

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-16-11 08:05 AM EDT (US)     419 / 849       
I see my explanation was a fail:

Here the correct version:

Fro Player 1:
Place an Abus Gun for Player1

@ maxulino why did u hate it?
And @ SCP: I tried ur MP hotkey but i think it failed. (I tested it offline, in the editor.)

Here ive done this:

1.
Conditions: (not looped)
Always
Effeckts:
Mp Hotkey trigger
-a
-game
-AbusGun

2.
Conditions: (looped)
Units in area
-AbusGun
-radius: 999
-Player 1 (because the abus IS FROM PLAYER 1)
- ==
- 0
Timer (3 sec.)

Effeckts:
Send chat
Unit create (New Abus)


The MP Hotkey is babsicly a Find Unit Type (like the idle villager button)+ destroy. Have you ever seen you select an villager of another player with the Find idle villagers button? No, thats the reason why it did not worked

Well to make it short. Wheneter the player has one of this units it will be selected and destroyed when the specific player press the hotkey

(for player2 you need to remake Effect2 with Player 2 as params. The Hotkey Trigger will apply for all players)

@maxulino: For both a NO


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
Pegasus77
Skirmisher
posted 01-16-11 08:34 AM EDT (US)     420 / 849       
Ah, i see. Now it makes sense.^^
Thx for helping.
But if the protos are ur units you could delete it by yourself to activate the effect, alright?

EDIT: Is it possible to create a trigger that forbid you to attack a special protounit? (Not unit make invulerable cuz the unit must be attackable by other players)

for example:

Condition:
timer (3)

Effect:
player forbid attack protounit (or something :P)
-mercninja
-Player 1
(Player 1 cant no longer attack other players ninjas)

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2

[This message has been edited by Pegasus77 (edited 01-16-2011 @ 09:36 AM).]

maxulino
Skirmisher
posted 01-16-11 09:25 AM EDT (US)     421 / 849       
Ok
Pegasus77
Skirmisher
posted 01-16-11 10:29 AM EDT (US)     422 / 849       
Oh and another question:
Is a trigger called "set all players who controls a protounit defeated" possible?
Would be perfect for my newest scenario!

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-16-11 11:28 AM EDT (US)     423 / 849       
yes it is, idk how you want to use it but it is possible
 <Effect name="Easy Defeat Trigger (Dyna Key Unit)*TL*">
<Param name="Player1" dispName="highest Player" varType="player">4</Param>
<Param name="ProtoUnit" dispName="Unit" varType="protounit">FortFrontier</Param>
<Param name="OP" dispName="Operator" varType="string">==</Param>
<Param name="Count" dispName="Number" varType="string">0</Param>
<Command>for (i=%Player1%; >0){</Command>
<Command>xsSetContextPlayer(i);</Command>
<Command>if (kbHasPlayerLost(i) == false){</Command>
<Command>if (trPlayerUnitCountSpecific(i, "%ProtoUnit%") %OP% %Count%){</Command>
<Command>trChatSendToPlayer(i, i, "You Lose");trSetPlayerDefeated(i);</Command>
<Command>trOverlayText("You have lost, "+kbGetPlayerName(i)+".", 4, -1, -1, -1, "None");}}}</Command>
</Effect>

Keep attention there is a Effect with nearly thes same name in my Triggerpack
Dyna= Dynamic Amount

But the ninja thing is NOT possible


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 01-16-2011 @ 11:37 AM).]

Pegasus77
Skirmisher
posted 01-16-11 02:24 PM EDT (US)     424 / 849       
Ah ok thx. I solved the ninja cant attack ninja problem by myself (I just gived them 100% hand attack resist :P)
And now another question about your Mp hotkey trigger:
If the proto is ur unit u could delete it to activate the effeckt, all right?

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
Mister SCP
Scenario Reviewer
posted 01-16-11 02:35 PM EDT (US)     425 / 849       
allright

btw you might also want to increase the invisible ressistence vs. range units (can be modified )


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 01-16-2011 @ 03:11 PM).]

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