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Last post 11-19-2009, 4:02 PM by kjn. 3183 replies.
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Subject:
Re: < < Scenario Design - Question Thread > >
Ok, guys, i need some help:
- First: Does anyone of you know if Player Population Count effect is in the bugged effects list? Seems not to work ... Do we have a alternative effect to fix the players population?
- Second: Does anyone from the old AOM scenario makers can remember the code for Change Unit Name to the player? We could change that with a code in AOM if you still remember, so that any player got his own name on the hero/unit and even on the created army. I can remember that this code is something like: <player#1name=blabla> , but i'm not sure. Someone?
Creator of all XAMO scenarios from AOM/TT/AOE 3/TWC/TAD

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Subject:
Re: < < Scenario Design - Question Thread > >
Humility:I tried to type in"How to make it so when you host a game and your scenario uses the british so that if another civ is chosen it still uses british" but it did not work.Help please.
i can't really give you a complete answer to this but using a combination of the effects.
<Effect name="Player : Override Culture for Art"> <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param> <Param name="Culture" dispName="$$45492$$Culture" VarType="culture">WesternEurope</Param> <Command>trPlayerOverrideArtCulture(%Player%, "%Culture%");</Command> </Effect> <Effect name="Player : Override Civilization for Sounds"> <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param> <Param name="Civilization" dispName="$$18682$$Civilization" VarType="civilization">Default</Param> <Command>trPlayerOverrideSoundCiv(%Player%, "%Civilization%");</Command> </Effect>
(don't know if they work or what they do, they sound useful though)
then maybe. 'unforbid and enable', 'forbid and disable' and 'set tech status'
that way is probably long and drawn out, i don't have a HC editor but i am sure using that may provide an answer. also if you transfer a TWC sceanrio to TAD you do not get any asian civs to choose from still.
 My Scenarios (click pic)
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Subject:
Re: < < Scenario Design - Question Thread > >
Xamolxis:
Ok, guys, i need some help:
- First: Does anyone of you know if Player Population Count effect is in the bugged effects list? Seems not to work ... Do we have a alternative effect to fix the players population?
- Second: Does anyone from the old AOM scenario makers can remember the code for Change Unit Name to the player? We could change that with a code in AOM if you still remember, so that any player got his own name on the hero/unit and even on the created army. I can remember that this code is something like: <player#1name=blabla> , but i'm not sure. Someone?
1. it worked fine for me, i recently made a QV set player population count effect and it worked fine, so i can only assume the original effect worked fine.
2. i don't have a clue, but i searched AOT typetest and didn't find it.
 My Scenarios (click pic)
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Humility  |
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Florida,(where no tourist has gone before.) |
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Subject:
Re: < < Scenario Design - Question Thread > >
sandstorm: Humility:I tried to type in"How to make it so when you host a game and your scenario uses the british so that if another civ is chosen it still uses british" but it did not work.Help please.
i can't really give you a complete answer to this but using a combination of the effects.
<Effect name="Player : Override Culture for Art"> <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param> <Param name="Culture" dispName="$$45492$$Culture" VarType="culture">WesternEurope</Param> <Command>trPlayerOverrideArtCulture(%Player%, "%Culture%");</Command> </Effect> <Effect name="Player : Override Civilization for Sounds"> <Param name="Player" dispName="$$22301$$Player" VarType="player">1</Param> <Param name="Civilization" dispName="$$18682$$Civilization" VarType="civilization">Default</Param> <Command>trPlayerOverrideSoundCiv(%Player%, "%Civilization%");</Command> </Effect>
(don't know if they work or what they do, they sound useful though)
then maybe. 'unforbid and enable', 'forbid and disable' and 'set tech status'
that way is probably long and drawn out, i don't have a HC editor but i am sure using that may provide an answer. also if you transfer a TWC sceanrio to TAD you do not get any asian civs to choose from still.
Right why didn't I think of that?Override all the other cultures so that no matter what it is british.Unforbid all the british units and techs and forbid everything else.
 Please join.PM me.I will tell you how to play skillfully from the start.
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Subject:
Re: < < Scenario Design - Question Thread > >
Humm??
Maybe this could help with what I'm trying to accomplish with my Native_dock?
Thanks guys!
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: < < Scenario Design - Question Thread > >
Иван Грозный:can someone plz answer my post?: Thanks. Иван Грозный:Hey guys I got a question, in multi-player with scenarios, there are 3 civilizations of the british, when in the war chiefs and vanilla just 1, I load any scenario, and when i select HC tehre are 3 HCs of british (rarely 2).
Is this a bug or something or a new feature of a scenario? Thanks for answering.
by 3rd Time... CAN SOMEONE PLEASE ANSWER ME? Srry for caps. Thanks.
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Subject:
Re: < < Scenario Design - Question Thread > >
Иван Грозный wrote: " Hey guys I got a question, in multi-player with scenarios, there are 3 civilizations of the british, when in the war chiefs and vanilla just 1, I load any scenario, and when i select HC tehre are 3 HCs of british (rarely 2). Is this a bug or something or a new feature of a scenario? Thanks for answering..."
As far i can answer to this, is not the normal way, but if you've used mods, or have modified some files (including making your own HC to be used in the scenarios), is very posible to have something unusual.
For the RPG makers ... maybe this will help a little: Condition to upgrade units by kills (every kill).
<Condition name="Quest Var Stat Value"> <Param name="PlayerID" dispName="Player" VarType="player">0</Param> <Param name="StatID" dispName="Stat Type" VarType="kbstat">0</Param> <Param name="Op" dispName="Operator" VarType="operator">==</Param> <Param name="QuestVar" dispName="var Name" VarType="string">QV1</Param> <Expression>trGetStatValue(%PlayerID%, %StatID%) %Op% trQuestVarGet("%QuestVar%")</Expression> </Condition>
This will make upgrading of your units by every single kill, tribute, etc.
NOTE: The only problem is Modify Protounit effect, which has no attack upgrades ... Good luck !
Creator of all XAMO scenarios from AOM/TT/AOE 3/TWC/TAD

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Subject:
Re: < < Scenario Design - Question Thread > >
Xamo,
It was very kind of you to answer his question..
I wish guys would start asking their CSO questions in the tips and tricks thread..It was pinned for their convenience..Also to help keep this thread for regular scenario questions less cluttered for guys trying to assist..Co-operation would be most appreciated.
Regards
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Subject:
Re: < < Scenario Design - Question Thread > >
by 3rd Time...
CAN SOMEONE PLEASE ANSWER ME?
Srry for caps.
Thanks.
Ivan,
For the sixth or seventh time now the following has been requested in here.
Your post would have gotten answered a lot quicker If you'd have posted in the pinned tips and tricks thread..There is where you now post your CSO questions..It makes things less cluttered in here..Please? Help us to keep some kind of order in this thread.
Regards
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Subject:
Re: < < Scenario Design - Question Thread > >
Again, this is why we convinced them to pin the tips and tricks thread..
1..To help keep things a little more organized in here..Yes.. if they stipulate regular scenario or multiplayer..The trouble is guys don't always make that distinction..That causes confusion..Right?
2..To make it easier for guys to see the place for cso help and ask questions..I believe it will make it easier for multiplayer guys..They now have their own thread..Moshe worked hard on it.
(You're entitled to your opinion)..
It just makes things a little easier all around..Then.. when it does get heavier as you stated..Most guys will already be used to the protocall.
After all they did go to the trouble to help us, when we asked.
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