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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:
Pegasus77
Skirmisher
posted 01-16-11 04:04 PM EDT (US)     426 / 849       
invissible resistence? nvm^^
with modify protounit?

Edit:
I do it with modify protunit?

And another question:
Is it possible to create a "player is comp", that works better then the old one, that identifies comps by their name?

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 01-18-2011 @ 09:39 AM).]

maxulino
Skirmisher
posted 01-18-11 10:07 AM EDT (US)     427 / 849       
mister scp could you make a trigger that changes unit type for all units of one player and a change name for units of the same player it would be really usefulon my scenario.
Mister SCP
Scenario Reviewer
posted 01-18-11 11:26 AM EDT (US)     428 / 849       
Player is comp... Even if I like my own version more :O http://aoe3.heavengames.com/downloads/showfile.php?fileid=2902

<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>

<Effect name="Change Name 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="Namer" dispName="Change Display Name" varType="string">Insert Name Here</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>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</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>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>trUnitChangeName("%Namer%");</Command>
<Command>}</Command>
<Command>trQuestVarSet("i", trQuestVarGet("i")+1);}</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastpl"));</Command>
</Effect>

typeloader is required for Change Units in area


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 01-18-2011 @ 11:30 AM).]

maxulino
Skirmisher
posted 01-18-11 02:00 PM EDT (US)     429 / 849       
thanksvery mutch mister scp this will be perfect for my next scenario
Pegasus77
Skirmisher
posted 01-21-11 08:23 PM EDT (US)     430 / 849       
Yea i know your (or musks) player is comp, but it just identifies computer players by their names. Is there any better trigger that identifies the comp players by something else?

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
musketeer925
Skirmisher
posted 01-21-11 09:34 PM EDT (US)     431 / 849       

<Effect name="Player is Computer 2">
<Param name="Player" dispName="Player" VarType="string">1</Param>
<Expression>kbIsPlayerHuman(%Player%)==false</Expression>
</Effect>

Didn't test this but it should work.
loard of peace
Skirmisher
posted 01-22-11 09:54 AM EDT (US)     432 / 849       
is it possible to make a condition like "unit type killed"
(eg how many forts a player killed) it would be very useful for some games like colloseums or muketeer battles or others.
musketeer925
Skirmisher
posted 01-22-11 10:00 AM EDT (US)     433 / 849       
musketeer925
Skirmisher
posted 01-24-11 09:04 PM EDT (US)     434 / 849       


<Effect name="Unit Create Multi at Nearest Unit of Type">
<Param name="Player" dispName="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="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="Count" dispName="$$22435$$Count" varType="string">0</Param>
<Command>trQuestVarSet("fhweaohpgpagowhwa", xsGetContextPlayer());</Command>
<Command>for (all=1600;>=-1){ if (kbGetUnitTypeName(all)=="%UnitType%") break;}</Command>
<Command>for(Qid=0;>1){}</Command>
<Command>xsSetContextPlayer(0);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>kbUnitQuerySetAscendingSort(Qid, true);</Command>
<Command>kbUnitQuerySetState(Qid, 2);</Command>
<Command>kbUnitQueryResetResults(Qid);</Command>
<Command>kbUnitQueryExecute(Qid);</Command>
<Command>if(kbUnitQueryExecute(Qid)>=1){</Command>
<Command>for (i=0; <%Count%)</Command>
<Command> trUnitCreate("%ProtoName%", "default", xsVectorGetX(kbGetBlockPosition(""+kbUnitQueryGetResult(Qid, 0))),xsVectorGetY(kbGetBlockPosition(""+kbUnitQueryGetResult(Qid, 0))),xsVectorGetZ(kbGetBlockPosition(""+kbUnitQueryGetResult(Qid, 0))), 0,, %Player%);</Command>
<Command>} else {</Command>
<Command>for (i=0; <%Count%)</Command>
<Command> trUnitCreate("%ProtoName%", "default", %DstPoint%, 0,, %Player%);}</Command>
<Command>xsSetContextPlayer(trQuestVarGet("fhweaohpgpagowhwa"));</Command>
</Effect>



I can't make it work right.

The problem: it doesn't spawn at units that have been created since its first run.

Ex.: [Params: P1, Building, Point somewhat near Barracks, Musk, 1]

Player 1 starts with a Barracks.

Musks spawn at Player 1's Barracks fine.

If Player 1 loses that Barracks, the musk goes to the DstPoint like it is supposed to.

If Player 1 builds another building that is closer to the point than the Barracks (or if the Barracks dies and the next closest building was not there at the trigger's first run), then the Musk spawns at at 0,0,0.


I think this is odd, because its as if the kbQueryExecute() is seeing the newly built units as results but the getting the points is not working.

Any ideas?

[This message has been edited by musketeer925 (edited 01-24-2011 @ 09:13 PM).]

Mister SCP
Scenario Reviewer
posted 01-25-11 01:41 PM EDT (US)     435 / 849       
Here is an idea

<Effect name="Unit Create Multi at Nearest Unit of Type">
<Param name="Player" dispName="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="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="Count" dispName="$$22435$$Count" varType="string">0</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>kbUnitQuerySetAscendingSort(Qid, true);</Command>
<Command>kbUnitQuerySetState(Qid, 2);</Command>
<Command>kbUnitQueryResetResults(Qid);</Command>
<Command>kbUnitQueryExecute(Qid);</Command>
<Command>if(kbUnitQueryExecute(Qid)>=1){</Command>
<Command><![CDATA[for (i=0; < %Count%)]]></Command>
<Command> trUnitCreate("%ProtoName%", "default", xsVectorGetX(kbUnitGetPosition(kbUnitQueryGetResult(Qid, 0))),0,xsVectorGetZ(kbUnitGetPosition(kbUnitQueryGetResult(Qid, 0))), 0,, %Player%);</Command>
<Command>} else {</Command>
<Command><![CDATA[for (i=0; < %Count%)]]></Command>
<Command> trUnitCreate("%ProtoName%", "default", %DstPoint%, 0,, %Player%);}</Command>
</Effect>
and a Typeloader version

<Effect name="Unit Create at closest Unit *TL*">
<Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit">default</Param>
<Param name="PlayerID" dispName="$$22444$$From Player" VarType="player">1</Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param>
<Param name="PlayerID2" dispName="Player ID New Unit" VarType="player">1</Param>
<Param name="ProtoName2" dispName="Protoname New Unit" varType="protounit">Villager</Param>
<Command>trUnitCreate("%ProtoName2%","",xsVectorGetX(kbUnitGetPosition(getUnit(kbGetProtoUnitID("%ProtoName%"),%PlayerID%,kbGetBlockPosition("%DstObject%"),0)))</Command>
<Command>,0,xsVectorGetZ(kbUnitGetPosition(getUnit(kbGetProtoUnitID("%ProtoName%"),%PlayerID%,kbGetBlockPosition("%DstObject%"),0))), 0, %PlayerID2%);</Command>
</Effect>

Changes
-xsS/(G)etContextPlayer
-added CDATA
-other location function


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 01-25-2011 @ 01:57 PM).]

musketeer925
Skirmisher
posted 01-25-11 03:01 PM EDT (US)     436 / 849       
Thank you very much.

I will point out that I was aware of the Typeloader version but that creates at a Protounit rather than a Unittype.
Pegasus77
Skirmisher
posted 02-06-11 09:18 AM EDT (US)     437 / 849       
Hmm, I tried out so many "Camera Cut for Player" but they all failed. Maybe you know a good one that works?
Oh and musk, thank you for the Player is comp, but I think you made a little mistake, because youŽve written that it is an effect
ofc i fixed that before adding it to my triggerfile^^

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
musketeer925
Skirmisher
posted 02-06-11 10:37 AM EDT (US)     438 / 849       
Oops

And 'Camera Cut for Player' is not possible.

[This message has been edited by musketeer925 (edited 02-06-2011 @ 10:38 AM).]

Mister SCP
Scenario Reviewer
posted 02-06-11 10:53 AM EDT (US)     439 / 849       
Camera Cut protounit is 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
musketeer925
Skirmisher
posted 02-06-11 04:05 PM EDT (US)     440 / 849       
@ SCP:
I'm aware of that. I was actually working on it the other day. I guess I didn't think about mentioning it in that post though. :P
Pegasus77
Skirmisher
posted 02-12-11 12:50 PM EDT (US)     441 / 849       
Hey SCP i have 2 questions:

-Why does the Effect "Wait" fail in multiplayer?
-Does the Typewriter works in multiplayer?

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
musketeer925
Skirmisher
posted 02-12-11 02:01 PM EDT (US)     442 / 849       
Wait doesn't fail in multiplayer.

You're probably not putting in unique IDs.
Mister SCP
Scenario Reviewer
posted 02-12-11 04:28 PM EDT (US)     443 / 849       
Typewriter is supposed to work in multiplayer and wait shouldnt cause OOS, because it bases on the "Timer"-Condition.

To solve your problem you might could give us you trigger sequence (As Musk said it is also VERY VERY VERY important to have for every wait a UNIQUE ID)

btw I saw at your homepage:
11. How can i make buildings heal?

U cant! But u can place healing objects, used in the campaign (SPC). Place one for every placer who should heal! Btw it doesnt works with ships!
Is not true, you can. You need heal units in area make sure it is a workng one cause in the past i had updated a not working one!) + make sure you have activated typeloader. Works for all selected protounits/groups (e.g. Ships)
4. If I play my map online my allies cant pass my gates. Why?

That is a bit tricky! The teams u can choice in the editor has to be the same you choice in the host menu while hosting the game!
In my faq there is sth about it. I thought it was either a convert and convert back or change unit and change it back trigger to make it works fine
8. I cant put untis like Learicorn, MonsterTruck etc. Why?

Yes u have to change these units with a special tool. You have to know the protoname of the unit. For example the proto name of Town Center is TownCenter and the protoname of villager is settler!
How about reyk's editor mod which saves a lot of time (also killing your question 15 cause it automatic does it)

btw. who make the rankings?


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 02-12-2011 @ 04:46 PM).]

Pegasus77
Skirmisher
posted 02-12-11 07:54 PM EDT (US)     444 / 849       
Hey SCP, cool that you checked out my homepage :P
The rankings are made by the damap officers, (except the cats n mice rankings).
And I know that the FAQ isnt that good, you will find many grammar or spelling mistakes in it. But thx for correcting some tasks
Edit:
Well, I just saw that 2 of the 3 tasks (3 with nr. 15), need a special, like your Typeloader or the new editor. But its just a guide for beginners, almost beginners dont have custom triggers or the new editor.

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 02-13-2011 @ 05:55 AM).]

Mister SCP
Scenario Reviewer
posted 02-13-11 08:22 AM EDT (US)     445 / 849       
Musk do you have a good "Is Singleplayer"- Rule?
I need it for my PW Manager, which crashs the game if you typed the false PW (not complete yet but it works (->compare to Letter Inpput system). Need activate Letter Loader or ypeloader else Triggerlock

<Effect name="Fire Event">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>trLetterBox(true);</Command>
<Command>mapTheLetters("Cinematic");</Command>
<Command>handleTheLetters();</Command>
<Command>trEventSetHandler(50000, "passtruefalse");</Command>
<Command>map("enter","Cinematic","trackInsert(); trackAddWaypoint();trackPlay(-1,50000);");</Command>
<Command>}}</Command>
<Command>void passtruefalse(int wtv = -1){</Command>
<Command>if (""+xsArrayGetString(trQuestVarGet("MyArrayName"),0) !="MYPASS") trGetSelectedUnitID(0);</Command>
<Command>trLetterBox(false);}</Command>
<Command>rule InMyLife2 runImmediately</Command>
<Command>active { if(true){</Command>
</Effect>

Do you have any get-command in mind that works in sp but not mp and dont cause OOS


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 02-13-2011 @ 08:25 AM).]

musketeer925
Skirmisher
posted 02-13-11 12:22 PM EDT (US)     446 / 849       
You could do something with like kbPlayerIsHuman (or whatever the command is) to check that there is only one non-computer player. The only glitch with this is that if you're on ESO but playing alone, the condition will be fulfilled.
loard of peace
Skirmisher
posted 02-13-11 12:58 PM EDT (US)     447 / 849       
hey

i want to know wich mistake i made this time xDDDD

<condition name="easy shop sp (food)">
<Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param>
<Param name="SrcObject" dispName="$$22295$$Source Units" VarType="unit">default</Param>
<Param name="DstPoint" dispName="" varType="area">0</Param>
<Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
<Param name="Dist" dispName="$$22298$$Distance" VarType="float">0</Param>
<Param name="CostFood" dispName="Food cost" varType="long">0</Param>
<Param name="Timeout" dispName="Timeout" varType="long">1</Param>
<Command>if((trTime()-cActivationTime) >= %Timeout%)</Command>
<Command>(trUnitDistanceToPoint (%DstPoint%) %Op% %Dist%)</Command>
<Command>(trPlayerResourceCount (%PlayerID%,"food">=%CostFood%))</Command>
<Command>{</Command>
<Command>trPlayerTribute(%Player%, "food", %CostFood%, 0)</Command>
<Command>trUnitSelectClear();</Command>
<Command>trQuestVarSet("sp shop works" + 1);</Command>
<Command>}</Command>
<Expression>((trTime()-cActivationTime) >= %Timeout%)</Expression>
</condition>


ithink it is the expression ;P

loard of peace

[This message has been edited by loard of peace (edited 02-14-2011 @ 10:13 AM).]

Mister SCP
Scenario Reviewer
posted 02-13-11 02:32 PM EDT (US)     448 / 849       
You could do something with like kbPlayerIsHuman (or whatever the command is) to check that there is only one non-computer player. The only glitch with this is that if you're on ESO but playing a alone, the condition will be fulfilled.
The problem is you can manipulate it with player data but I think it ll be the way I ll go


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 02-14-11 10:54 AM EDT (US)     449 / 849       
Hey guys, I have a weird problem...
I updated my scenario "P77 cats and mice" to v4.3 and in this version are many new things, for example a random resource wagon (gold/food/wood/all res.) spawn every 4 minutes in the center. (These wagons that automaticly convert to the nearest player). If I test the map in the editor all works fine, but at testing it on ESO, there is no wagon!
Useful to know is, that i used "unit create" and "player 0"..
Iam hopefully that you guys can help me with this weird problem. (Also IŽam not sure if it is a trigger problem)

Pegasus77; RPG, Minigame and Cats n Mice Scenario Designer for AoE3 TAD
~~My Homepage~~P77 cats and mice~~
Labyrinth2
maxulino
Skirmisher
posted 02-14-11 12:02 PM EDT (US)     450 / 849       
This is a weird problem....

I made a thing like that and doesnt got amy problem but see at the scenario strategy underground( if you have it) he uses a similar thing if you dont have it ask me and I give ya da link
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