You must be logged in to post messages.
Please login or register

Scenario Design
Moderated by MosheLevi, Mister SCP

Hop to:    
Welcome! You are not logged in. Please Login or Register.847 replies, Sticky
Age of Empires III Heaven » Forums » Scenario Design » Have a Trigger Request? Post it here!
Bottom
Topic Subject:Have a Trigger Request? Post it here!
« Previous Page  1 2 3 4 5 ··· 10 ··· 20 ··· 30 ··· 34  Next Page »
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 AOEž 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:
KevTheGreat
Scenario Expert
posted 06-17-09 05:51 PM EDT (US)     51 / 847       
thx, and i am assuming that i can extend how many max argets it can affect by adding:
<Param name="DstObject6" dispName="Target Unit6" VarType="unit">default</Param>

<Param name="DstObject7" dispName="Target Unit7" VarType="unit">default</Param>
and so on?

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!

[This message has been edited by KevTheGreat (edited 06-18-2009 @ 00:07 AM).]

Sir_Hans
Scenario Expert
posted 06-18-09 08:56 AM EDT (US)     52 / 847       
You can't make as many lines as you want... I think the max lines are 7. If you have more and you click on the trigger in the editor your game will quit.

[This message has been edited by Sir_Hans (edited 06-18-2009 @ 09:54 AM).]

Mister SCP
Scenario Reviewer
posted 06-18-09 09:45 AM EDT (US)     53 / 847       
or the param lines won't show
btw the limit is 7 as SH said.


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
KevTheGreat
Scenario Expert
posted 06-18-09 06:07 PM EDT (US)     54 / 847       
k

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
Matiasl
Skirmisher
posted 06-19-09 09:32 AM EDT (US)     55 / 847       
I would like to know how to make a scene to my cinematic,musketeer runs hurry to commander and tells about something important,but when i make unit animation set to Run it only does the run animation like its just running but does not move anywhere,so how can i make the musketeer actually move faster and with running animation?
KevTheGreat
Scenario Expert
posted 06-19-09 09:48 AM EDT (US)     56 / 847       
This doesn't belong in this thread. But, did change the number on the run speed? And also turn on run?

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
Matiasl
Skirmisher
posted 06-19-09 12:08 PM EDT (US)     57 / 847       
what is the right run speed,if i use the Run option ON does he run if i select the right run speed and if it is so what is the right run speed
KevTheGreat
Scenario Expert
posted 06-19-09 05:48 PM EDT (US)     58 / 847       
a higher number for run speed makes him run faster, try ajusting it to 4 and see if he runs faster.

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
Mister SCP
Scenario Reviewer
posted 06-27-09 05:07 AM EDT (US)     59 / 847       
Here I am going to present you two new trigger:

  1. Set Hitpoints
    a trigger which can set HP between the maxcount of HP and 0. If it is higher as the maxcount it will also become the maxcount. It is smaller or equal to 0 the unit will die. If u select more units be sure that they are from the same Player (when using the "Full HP" booler)!!
  2. Heal Unit:
    same rules as above... just that it add the points to the current unit hp and not set the total hp. However you can use it also to decrease hp of units but keep in mind that damage unit (percent)-effects are faster as this trigger.

-Consti

 <Effect name="Set HP">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default</Param>
<Param name="ScenName" dispName="HP" varType="string">50</Param>
<Param name="R3" dispName="Full HP" varType="bool">false</Param>
<Command>int a =0;</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>if (%R3%==false) trUnitSetHP(%ScenName%);</Command>
<Command>else {</Command>
<Command><![CDATA[while (trUnitIsOwnedBy(a)==false && 8>=a) a=a+1;]]></Command>
<Command>xsSetContextPlayer(a);</Command>
<Command>trUnitSetHP(kbUnitGetMaximumHitpoints(kbGetBlockID(""+1*%SrcObject%)));}</Command>
</Effect>
<Effect name="Heal Unit">
<Param name="SrcObject" dispName="$$19160$$Unit" varType="unit">default</Param>
<Param name="ScenName" dispName="HP Bonus" varType="string">50</Param>
<Command>int a=0; trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command><![CDATA[while (trUnitIsOwnedBy(a)==false && 8>=a) a=a+1;]]></Command>
<Command>xsSetContextPlayer(a);</Command>
<Command>int b=kbUnitGetCurrentHitpoints(kbGetBlockID(""+1*%SrcObject%))+%ScenName%;</Command>
<Command>trUnitSetHP(b);</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 08-18-2009 @ 03:39 PM).]

CrazyEngineerKid
Skirmisher
posted 07-01-09 09:53 PM EDT (US)     60 / 847       
about that urban combat trigger again, I am still having the same issue even though I replaced the code. Are there any restrictions on what blocks can be what player?

here's what I have now:

map:

player1 "ai target block weak" all over the map
player1 "ninjas" a few scattered for testing
player1 "cinematic block cube" OR gaia "Cinematic block" as center unit - neither work

the trigger:
center unit (above)
from player 1
proto aitargetblockweak
distance 4
count 4
grant resource 10




I am getting 20 gold every iteration even if I kill all of the ninjas (although the market flag guy is still alive, I cant kill him)

..XX......XX.........XXXXX..........The Answer to Life, The
..XX......XX.....XX.......XXX.......Universe, And Everything
..XX......XX...............XX.............(see left)
..XXXXXXX......XXX................Warning Science in Progress
............XX.......XXX....................Geeks Rule
............XX....XXXXXXXXX.....The current time: NOW
Mister SCP
Scenario Reviewer
posted 07-04-09 05:18 AM EDT (US)     61 / 847       
@Crazy: You could send me your scenario to my email adress and I could install this trigger
@AS_Saffah If you are interested I can give you a trigger that disables all the triggers which are added later. In my scenario I probaly will add sth that bring the game to crash when something is added.
@Hans you could give me a list of SimsTools Effects that are broken and I could try to bring them to work.
@All I am on writting a guide which explain how scripting triggers 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

[This message has been edited by Mister SCP (edited 07-04-2009 @ 05:21 AM).]

Sir_Hans
Scenario Expert
posted 07-04-09 06:17 AM EDT (US)     62 / 847       
You can't bring them to work because they're like Gods Power so only things which are only for AoM.
http://aom.heavengames.com/downloads/showfile.php?fileid=7685
Mister SCP
Scenario Reviewer
posted 07-05-09 01:56 PM EDT (US)     63 / 847       
@all I ve updated my trigpack,
3 new Conditions+14 Effects (partly requested)

Enjoy


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
KevTheGreat
Scenario Expert
posted 07-05-09 05:32 PM EDT (US)     64 / 847       
i put in the effects you gave me as:
<?xml version="1.0"?>
<trigger version="2">
<Effects>
<Effect name="Units in area work on unit">
<Param name="DstObject" dispName="Target 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>
<Command>for(Qid=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>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(1*kbUnitQueryGetResult(Qid,i));</Command>
<Command>trUnitDoWorkOnUnit("%DstObject%");</Command>
<Command>}</Command>
</Effect>

<Effect name="Units in area work on units">
<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(a=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>a=a+1;</Command>
<Command>if (a==6) a=1;</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(1*kbUnitQueryGetResult(Qid,i));</Command>
<Command>if (a==1) trUnitDoWorkOnUnit("%DstObject%");</Command>
<Command>else if (a==2) trUnitDoWorkOnUnit("%DstObject2%");</Command>
<Command>else if (a==3) trUnitDoWorkOnUnit("%DstObject3%");</Command>
<Command>else if (a==4) trUnitDoWorkOnUnit("%DstObject4%");</Command>
<Command>else trUnitDoWorkOnUnit("%DstObject5%");</Command>
<Command>}</Command>
</Effect>
</Effects>
</trigger>
but it deosn't show up in the scenario editor, i probably did something wrong. And yes i edited the name of the effect, i don't think that is what caused the problem though. Parts i added in are:
<?xml version="1.0"?>
<trigger version="2">
<Effects>
</Effects>
</trigger>

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!

[This message has been edited by KevTheGreat (edited 07-05-2009 @ 05:32 PM).]

Mister SCP
Scenario Reviewer
posted 07-06-09 02:25 AM EDT (US)     65 / 847       
your code seems to be right since I can see these effects in editor. You may check the ending from your file. It might be Kev.txt. instead you have to create a .xml file (extensible MarkUp Language File) like Kev.xml. Also make sure your triggers are in the right folder.


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 07-06-2009 @ 02:28 AM).]

KevTheGreat
Scenario Expert
posted 07-06-09 01:42 PM EDT (US)     66 / 847       
it is an xml document and located in C:\Program Files (x86)\Microsoft Games\Age of Empires III\trigger3

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
Sir_Hans
Scenario Expert
posted 07-06-09 03:47 PM EDT (US)     67 / 847       
Do you have Vista? Because their are sometimes problems. If you have it you have to edit the xml file in the folder and outside the folder (like desktop). Maybe it messed up when you edit it only one time.

[This message has been edited by Sir_Hans (edited 07-06-2009 @ 03:49 PM).]

KevTheGreat
Scenario Expert
posted 07-06-09 10:54 PM EDT (US)     68 / 847       
yeah i have vista. what do you mean edit it at the folder and the desktop?

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!

[This message has been edited by KevTheGreat (edited 07-06-2009 @ 10:54 PM).]

Sir_Hans
Scenario Expert
posted 07-07-09 08:00 AM EDT (US)     69 / 847       
The folder AoE3 and the subfolders are safety (or what it's called in english) so you can't edit a file very well. When you edit one in the folder it's edited but when you copy it on the desktop and open the file there, you see that you couldn't save it. But when you copy it again into the folder and open it it's edited... So you have to edit it inside the folder and outside.
KevTheGreat
Scenario Expert
posted 07-07-09 02:06 PM EDT (US)     70 / 847       
I sent it to the desktop aka shortcut and opened it, it shows exactly the code that I showed you, and when i open it from the folder it is also the same

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
KevTheGreat
Scenario Expert
posted 07-07-09 02:10 PM EDT (US)     71 / 847       
I am gonna jsut dl scp's updated trigger pack, alot simpler XD

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
KevTheGreat
Scenario Expert
posted 07-07-09 02:25 PM EDT (US)     72 / 847       
woot it's in the list, now to fix my scen in order to use it...

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
KevTheGreat
Scenario Expert
posted 07-07-09 03:41 PM EDT (US)     73 / 847       
SCP, in the trigger that you agve me, is it possible to only make a certain protounit in a cetain area work on the units?

EDIT: wow, 4 posts in a roll, i should edit more..

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!

[This message has been edited by KevTheGreat (edited 07-07-2009 @ 03:42 PM).]

Mister SCP
Scenario Reviewer
posted 07-07-09 04:46 PM EDT (US)     74 / 847       
yes it is :P. But it would use at least two parameters. If it is around one of your target units then it just would take 1 param.
If you could give me the number of target units I might be able to create a second effect which you can couple with this so you get more target units.


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
KevTheGreat
Scenario Expert
posted 07-07-09 09:41 PM EDT (US)     75 / 847       
which is the target unit, the unit it is working on or the unit working on it.

AGE OF EMPIRES 3 USERNAME - KevTheGreat :::: DAWN OF WAR 2 USERNAME - KEVTHEGREATEST :::: STEAM USERNAME - 何健龍
Some of my aoe3 scenarios here,
Most Popular: The Race 2 4.7/5.0 Global Wars 4.4/5.0 The Great Colosseum 4.6/5.0 Arab Desert 4V2 3.9/5.0 The Race 4.2/5 Fort of War 3.9/5.0
don't click this?
Follow me on Twitter
我知廣東話, 你知唔知廣東話?? 如果你知 contact me !!
« Previous Page  1 2 3 4 5 ··· 10 ··· 20 ··· 30 ··· 34  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Empires III Heaven | HeavenGames