Please, if you are here to post a question, first check below, there are some questions you can possibly ask, so this is the FAQ (Frequently Asked Questions):
For the Modify Protounit effect you must insert a "delta". What is it?
The delta is the amount you want to add. For example, if you want a unit that normally has 10 hack attack to have 100 hack attack, you must insert a delta of 100-10, so 90.
Why can't I make the population limit higher than 300?
You can't. But if you want to have unlimited units, there are three ways:
Make a cinematic block cost 9999999999 population, then place two of them on the map. That will give you negative population.
There's an effect called Make all pop costing units cost # pop. Set the amount to 0.
Use the Modify ALL Protounits effect, select a player, select the population, then set the amount to 0. Notice that there is another effect called Modify protounit all. Don't use it, it uses the delta, the other uses the amount, so it's easier to make all units cost a certain amount, the other must be set to 20, because of the titans. Then you'll have units with negative populations and units with 0 population. No, use the one which asks you for an amount.
What are the conditional effects?
They are something made to use less triggers. This explaination is by HailToTheOboe: Conditional Effects are effects that can be used as conditions. Any effect between a conditional and a conditional zEnd will only fire if the conditional is True.
Example:
Send Chat Conditional Distance to Unit Grant Resources Conditional zEnd
when that effect fires, it will always Send Chat, but it will only give resources if the distance to unit condition is true.
I noticed that in some scenarios you can make units and/or have technologies of a certain god, even if my civilization doesn't have that god. How can I do that?
Use the Set Tech Status, Unforbid and Enable Unit, Forbid and Disable Unit effects.
I tried the Modify Protounit effect on Son of Osiris's attack. Why doesn't it work?
This unit, like some others, can't change their attack. Sorry
I don't like Mother Nature's custom color, name and/or god. How can I change it?
Invent00r, at AoMH, created a tool to do it. It can be foundhere!
I noticed that many people speak about Quest Vars, QVs and Quest Variables. What are they?
Each QV is like a "slot". In each "slot" there can be a variable, so a number. There can be more than one slot, that can be called QV1, QV2, QV3, but you can also change their name. The effect QV Set always sets a number in a QV. The effect QV Modify adds a number that can be positive or negative. The condition QV Check is used to make an effect happen when the number in your QV is a number, so, if you put 5 in your QV Check, the trigger will activate when the number in the QV is 5. The effect QV Randomize sets in a QV a random number, chosen between two numbers. For example, if you make your QV Randomize set a number between 5 and 15, the randomly chosen number will be X>5-1 and X<15+1. This effect is used with a small choice of numbers to make random events happen.
Why a small number? Can't I make 100 choices?
Well, you can, but then there must be 100 different QV Check conditions then.
I playtested my scenario and it worked well, then I added some triggers and the triggers don't work anymore! What must I do?
This is called “Trigger lock”. Gaurdian_112 made a guide at AoMH here. But he didn't list some causes. Once it happened to me. Go to Scenario Data, under Scenario. You'll see a reference to a file. If it isn't basicvcnomain, so change its name to the right one or click the "Delete" button. Another cause can be a delta or an amount in triggers like modify protounit, if you write 0.0.5, this causes trigger lock. You must write 0.05 so that everything works.
I'm making a multiplayer scenario and I think it takes too many effects to do something like making more than two or three player do something!
Check the MP Triggers by lostrozzacavalli!Here is the thread and here is the download page!
I am new or unexperienced at triggers. Where can I learn how to start working with them?
There are many guides. I found interesting this one by Shuch_ya_mouf, this one by Hammerhands and the Scenario Design FAQ, that has a long part for trigger and cinematics questions, at AoMH.
Someone posted a question and I can answer, but I'm not sure my answer is right. If it isn't, will you warn or ban me?
We're not evil, if your answer is wrong someone will correct you. Same if you answer a trigger request. If the trigger you posted doesn't work but no one knows how to fix it, try here. Our friend HailToTheOboe can help you
I have a trigger request. Can I post it? And how?
Post it. Tell us if you want a condition or an effect, explain the nameyouwant for the trigger, ashortdescription of what it should do, then, if you think the description is too short, post also an example, so that we can understand it better. This is the right format, copy and paste the HTML commands in "Edit HTML Source":
<b>Condition/Effect</b><br /><b>Name:</b>Trigger's name<br /><b>Description:</b> What it does for effects, when it should be activated for conditions.<br /><b>Example:</b> Put the condition/effect in an example, like: "I'm making a scenario where... so the trigger should..."
Someone posted a trigger. Where shall I copy the code?
Go in your trigger2 folder. Copy and paste your Typetest.xml file and paste in the same folder. If you want, change its name (I changed it to TypeDownload). Open it with Block Notes. Delete everything and paste these lines into it:
I want to make an entrance way (not necessarily a gate) that only certain units can pass through, and not be followed by other units trying to pass at the same time. The units that can and can't pass are owned by the same player.
Do you want the units to already be on the map? Like, you have Arkantos and Ajax, can't create more units, Arkantos can pass. If you mean like that, try: Trigger 1: active, loop Conditions: Distance to unit, select Ajax, select the gate, >= 3 (example) Effects: convert, select the gate, to a neutral player. But with this Arkantos can get stuck till Ajax gets away. If you don't want to convert the gate, convert Ajax, but then use a move effect or the gate will be forever neutral. With 3 units, if you want them to pass 1 at a time, use the convert with Army distance to unit and select the 2 units that can pass, so that you convert the gate or you convert one of them that gets away.
I think you can set a randomize system with QVs, if you want a random choice to appear. Trigger 1: Active Conditions: When you want the random dialogue to appear Effects: QV randomize: in QV1 (or others), between 1 and 4 or 5 Trigger 2: Active Conditions: QV check: in QV1 (or others), value 1 Effects: Play dialogue: Booom! Trigger 3: Active Conditions: QV check: in QV1 (or others), value 2 Effects: Play dialogue: Kapow! And so on until the value (and dialogue) 4 or 5, depending on how many choices you want to put in. With 4 choices, you need 5 triggers, with 5 choices, you need 6 triggers.
In The Wizard's Path, I had the player select from 6 characters by having the choice dialog give the options of select named character or choose someone else with the 2nd choice firing a trigger with a similar effect but with a different character named.
If you open up The Wizard's Path in the Editor and look under the trigger group called Leader and look at the triggers named Choose_Leader you'll see what I'm talking about.
One way you could do a multiple choice dialog is to use the Show Image effect to display the choices then get the player to send chat 1 to 5 (e.g. Enter 1 Enter) to make their selection after they close the image box and use chat contains to determine what they chose.
You'd have to make an image with the choices and supply that with your scenario but it would allow you to customise it's appearance somewhat.
-- Edited by Perpetual on Wednesday 18th of November 2009 12:48:44 PM
Quoted from Lastig4: Your insect thing made me think there was a bug on my screen WRP beater That was the purpose Quoted from Lastig4: It's choice dialog ;) Ok. I thought you wanted a random one.
@ Lastig4 Here is a method for displaying a box with multiple choices, although you have to close the box and send chat to make your choice.
I've have tested this and it works.
MULTIPLE CHOICE DIALOG BOX
First create a .bmp image with the choices you want to offer, list words to send in chat to make the choices. Use AoMEd to convert this .bmp into a .ddt file. Place the .ddt file in C:\Program Files\Microsoft Games\Age of Mythology\Textures.
To get this to work you'll need the following trigger set up Trigger - Offer_Choice [X] Active [X] Loop - This allows you to see the choices again [_] Run Immediately
Conditions Unit Selected Source Unit = Unit offering choice
Effects UI Unselect Units Show Image Filename = Choice - do not include the file extension or path Subtitle = Fire Event Multi Timer Timer ms = 0 Trigger 1 = Choice_01 Trigger 2 = Choice_02 Trigger 3 = Choice_03 Trigger 4 = Choice_04 Trigger 5 = Choice_05 Trigger 6 = -1
Trigger - Choice_01 - Copy trigger and rename for choices 2, 3, 4 and 5 [_] Active [_] Loop [_] Run Immediately
Conditions Chat Contains Text = Choice 1 Text - Change for choices 2, 3, 4 and 5 From Player = 1
Effects Clear Chat History - Effect to grant choice - Fire Event Trigger = Disable_Choices
Trigger - Disable_Choices [_] Active [_] Loop [_] Run Immediately
Conditions Always
Effects Disable Multiple Triggers Trigger 1 = Choice_01 Trigger 2 = Choice_02 Trigger 3 = Choice_03 Trigger 4 = Choice_04 Trigger 5 = Choice_05 Trigger 6 = Offer_Choice - This ensures you can oly make one choice Trigger 7 =
I tried that, Perpetual, but AoMEd said: ERROR: File dimensions have to be a multiple of 4! So I tried something else, and that worked, but when I used it in the game it didn't show the image, but it zoomed in to the edge of the normal choice dialog effect. Get it? Not that I used the choice dialog effect, but if you use it the edge of the blue choice screen has some drawings on it. It looked like those drawings but then zoomed in a lot. Get it now? :P
I had that problem too with the zoomed in dialog thing and had to play around with things to figure out the problem.
Try an image with dimensions of 800 by 800. I think that's what I used.
If it's not converted to a DDT file it won't work, although I read somewhere you might be able to use a TGA file.
The DDT file has to be put into the Textures folder and when you use show image put in the name of the file but without the path or extension. For example if the file is called choice.ddt, just put choice in the filename field.
Hey guys... I wanted to ask if any of u could help me with this, so...
I was thinking that I could do a Dr Who scenario (don't worry if u don't know what it is), and for one of the units, I wanted to shrink a helepolis and put an argus inside. The problem is, that I can't get the argus to stay inside, it keeps getting out. So if you could please tell me how to make it stay inside, thanks.
If you meant that you want an argus in a helepolis, you can put a unit like hoplite or militia on the map instead of the argus and make a trigger that garrisons him. Then change unit type to argus. If you meant that. But the argus can still get out and can't get in if it does. Perhaps a loop can work.
No... I mean like the argus can still attack from the inside, but the player can't see the Argus, only the helepolis. I didn't mean to garrison him in.
uh, so does it need to be an argus? The reason i can think of would be for the acid attack. Well if the heliopolis is immobile you can shirnk the argus down to size and give him 0 speed. The acid remains the normal size and angles.
But I need the thing to be able to move, while the argus stays inside, and yes, for the acid attack. But also, when its destroyed u have to still fight the argus.
-- Edited by somerandomdude on Monday 7th of December 2009 02:16:59 AM
You can still make a request for an effect that "attaches" a unit without garrisoning it or for an effect that makes two units move at the same moment. Here or at AoMH. There will still be the problem that you'll select the argus with the helepolis, but you can simply solve that with a "Unit selected" condition if the scenario is SP.
I think it'll just work like looping a change unit type on a unit.. Im going to test it.
Edit: Nope, doesn't work. The argus will attack but the helepolis won't be able to move anymore because the argus is blocking it's path. I think you should do this:
Trigger1: Active, High priority Condition: Unit action (Helepolis moving) NOT Effect: QV set: Argus - 1 Fire event: Trigger2
Trigger2: High priority Condition: Unit action (Helepolis moving) Effect: QV set: Argus - 0 Fire event: Trigger1
Remember to activate trigger1 after creating trigger2
Trigger3: Active, High priority, Loop Condition: QV Check: Argus is 1 Effect: Ungarrison the argus from the helepolis
Trigger4: Active, High priority, Loop Condition: QV Check: Argus is 0 Effect: Garrison the argus in the helepolis
Modify the argus speed to 0 when it's not in the helepolis. You can also make the argus player 9 and ally player 1 with 9, so that the other Argi of player 1 will not be modified.
-- Edited by Lastig4 on Monday 14th of December 2009 07:12:02 AM
I think this would work if we lumped everyones suggestions together.
1) shrink the argus down to size. 2) setup two triggers, one is the condition unit action moving, the other is not moving 3) Make the argus teleport to somewhere else if it is moving, and if its not teleport it to the heliopolis
Wow you're an evil genius! And you're also touchable! But how will we make the player select only the helepolis if the scenario is multiplayer? It would be easy if single player, but what about multiplayer?
If the argus was shrunk to super small sizes it would be impossible to select unless it was done with a box. Another thing you could do would be to teleport a super small heliopolis that is owned by each player to the real heliopolis. This way the player would only be able to select his own heliopolis with the box method, and would probably never notice he owned it
Then everyone will think the game has a bug when you select with the box as the selection won't leave the helepolis selected, but it will clear everything you'll have selected before selecting the argus.
Yes, you can. But then somerandomedude will have to make the bonuses happen for 2 players, if there are some. Like, in a game like choose your hero you'll have to make player (owner of helepolis) and player (owner of argus) upgrade. Anyway, yes, that'd be fine.
Or you just deploy an acid pool (as an army) every 30 seconds somewhere near the helepolis, and after 5 seconds you destroy the acid pool (army destroy) but before you use damage unit's near army with radius 1 or 2 or so.
Doesn't really look like the Argus' special, but I don't know what you wanted to do exactly so this might be usefull.
I had a problem once with the invoke godpower effects in all my triggers, because they stopped working. So I just deployed 9 serpents (for teh serpents godpower) and sent to the chat: Player2 has invoked the serpents godpower. Didn't look like it but it was ok.
IMO?In My Opinion.I don't believe that animation exist. I think the unit just freezes and goes down just like it would as it dies.I didn't say it exists, I only said it CAN exist as it activates when a unit is killed by an argus's special attack.
When a unit is acided he does the falling animation, stops, then sinks while an acid is deployed. The spew is part of the argus animation
Actually, the argus has the acid spew from its mouth as its animation, and the target unit goes into its default flail animation, and sinks into the gorund on the z axis of the map grid. And there is some hard **** coding that makes it so every time an argus does the special attack, an acid sfx appears at the target unit. -Winston
-- Edited by WinstonShnozwick on Tuesday 15th of December 2009 03:41:08 PM