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Last post 4 hours, 8 minutes ago by Mach5Razor. 2499 replies.
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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 > >
kjn:@ Humility
You're most welcome..
As always I'm happy to have been able to help you..
I want to thank MosheLevi..
He passed this most valuable concept along to me awhile back..
He's one smart cookie when it comes to designing and this game..
We're most fortunate that guys like him are still around to help us all!
Best regards my friends
Thank you again. And for future reference time can be saved by making sure the ghost army is allied with the computer. A half dead force of 7 muskets out of what used to be 16 is less then intimidating. :):):):):):):):):):):):):):):)
 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 > >
@ Humility
Oops!
I forgot to mention that.
My humble appologies.
Just in case.. For future reference ..I also updated the original post.
Thank you.
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Subject:
Re: < < Scenario Design - Question Thread > >
kjn:
Hello Humility!
Did you try the Wiki?
Don't matter..You still can..Not sure if it will help or not!.Not all the effects have any illustrations or data for them anyways..Still incomplete..LOL!
I'll try to help out..If your making your six and a half trigger for an ailoaderstandard civ..This is why your army being spawned out of this trigger doesn't follow your directions..AIloaderstandard takes control of your created units.
What you can do if your interested is make a dummy civ in the player data panel..
E.G..
If your using Spanish as your enemy.. Create a second spanish civ..Use the same color..Set this as hidden so you don't see the player..This time use the Age3ai..Get out of the pl. data panel and open your triggers editor..Then open your army editor..Create ghost armies..
*Note* When creating a dummy civ. Put it in the same team as the enemy **
E.G.
If you're making this player..Player5..Name the army here, Plyr5GA11..Click on create ghost army in the army editor panel..Then go to the trigger editor and make the following trigger sequence example.
Trigger1
Active: Loop
Condition: Timer:300
Effect: Army deploy ( Select the ghost army you created in the army editor ) Set the point!
Fire event: To trigger2
Trigger2
Nothing:
Condition: always
Effect: Army move: Select the same ghost army you created in the army editor..Set the point.
Then for the 30 second part..Set a trigger sequence simular to the above illustration with another ghost army that you create in the army editor..There are many conditions and effects you could add into these sequences.. It's all up to what you want them to do..You can even convert these armies over to the ailoaderstandard civ later if you wish..Keep in mind if you convert..You lose control of the units.
Hope this helps!
It also may help to have the original post here too.
Regards!
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Subject:
Re: < < Scenario Design - Question Thread > >
@camo90
This would need to be typed into your typetest.xml for what ever version you wish..Under the effect section of the typetest..
Load Scenario
<Effect name= "$$18441$$LoadScen">
<Param name="ScenName" displayName="$$18971$$Filename" varType="string">Name</Param>
<Command>trGameLoadScenario("%ScenName%");</Command>
</Effect>
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Subject:
Re: < < Scenario Design - Question Thread > >
camo90:Ok, it worked, thank you!
You're most welcome.
Glad to have been able to help!
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Subject:
Re: < < Scenario Design - Question Thread > >
Hello there! Long time no talk, well my computer crashed some weeks ago, and I lost everything I had on it, including scenarios and so on, so I haven't been able to be much at the internet the last few weeks... But I got a new computer in my confirmation yesterday, and I have installed aoe again, and all. so I'm pretty happy now...
Just came by to say hi and that I still check into the forum some times still...

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Subject:
Re: < < Scenario Design - Question Thread > >
Glad to see you're still with us N_L.
These are s - l - o - w times my friend!
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