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Last post 10-25-2009, 7:04 PM by kjn. 241 replies.
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  •  12-01-2008, 5:18 PM 776707 in reply to 776489
    {T_K} KevTheGreat {T_K} KevTheGreat is not online. Last active: 11/11/2009, 1:40 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here
    cheangclone:

    {T_K} KevTheGreat:
    most people use notepad since not everyone has word, also if u need help with cinematics i am pretty good with it :P

    alright.. i guess i could ask you for help since i've seen your cinematics... but then again i'm not sure what cinematic would be good for my scenario. if possible, u could DL my scenario from heavengames and read thru the storyline i've written in the readme... and see if its possible to create a cinematics from that..

     TY :D

     I will dl it soon, and i've gotten alot better at cinematics (in my new map robbery, but kjn don't worry all the major cinematic scenes are finished :P)


    don't click
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    this?
    Site
  •  12-01-2008, 6:25 PM 776733 in reply to 776707
    cheangclone cheangclone is not online. Last active: 12-05-2008, 1:41 AM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here
    {T_K} KevTheGreat:
    cheangclone:

    {T_K} KevTheGreat:
    most people use notepad since not everyone has word, also if u need help with cinematics i am pretty good with it :P

    alright.. i guess i could ask you for help since i've seen your cinematics... but then again i'm not sure what cinematic would be good for my scenario. if possible, u could DL my scenario from heavengames and read thru the storyline i've written in the readme... and see if its possible to create a cinematics from that..

     TY :D

     I will dl it soon, and i've gotten alot better at cinematics (in my new map robbery, but kjn don't worry all the major cinematic scenes are finished :P)

    yeah but i cant seem to get to you while you are on9... now that you are, u arent in TAD. and its like 8.30 in the morning here... lol

    Every AOE game you play is like a meal,
    finish it fast or it'll turn cold.
  •  12-02-2008, 2:53 PM 776861 in reply to 776733
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here

    Cheangeclone,

    You can always p.m.him..That way it doesn't clutter this thread up like the scenario design thread has become as of late!

    Regards

  •  12-11-2008, 3:33 PM 779241 in reply to 776861
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here

    Maybe this will help by being in here for those questions about the ai being weak..What can I do?

    E.G.

    You're player1

    You're playing against Aztec..You're playing it as player2..AIloaderstandard..

    You then create a player3 in player data..Name it  Aztec..Select the same color as player2..You then select it as hidden..This will give the effect of playing against one civ, when you're actually playing against two..

    Then For the ai..You select Age3 ai..When finished get out of the "player data" panel.

    Then you decide where you wish to spawn them from..Place a cinblock or a building for player3 on the map..Then..begin making trigger sequences..Timer conditions come in handy..You're idea will require a condition that must be met..So you could make it a player unit count..This will spawn the armies when you (Player1) have two tcs for instance..The trigger sequence may look like this.

    E.G.

    Trigger1

    Active:

    Condition : Player unit count: = = : 2 TCs: Player1

    Effect : Army deploy : What ever you want : Hilite the unit you placed : Create army : set point

    Effect : Army deploy :

    Effect : Fire event ( To trigger2 )

    Trigger 2

    Nothing :

    Condition : Always

    Effect : Army move : The army above..If you created six armies..You need six army moves.

    Effect : Army move :

    You can deploy and then move as many armies as you wish..If you want this to repeat itself..loop the first trigger and add a timer condition..As long as you have 2 TCs it will re-fire to what ever timer you've selected..There are many ways to trigger this..You can find a way that better suits your needs for your scenario.

    Experiment!  

  •  02-06-2009, 4:21 PM 793192 in reply to 779241
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here

    When placing objectives.

    You have to keep a constant order going with your objectives..

     I'll try to give you an example.

    Lets say you have 3 objectives.

    Trigger wise you'll illustrate as follows

    Trigger1

    Active:

    Condition : Player controls socket (Plyr1)

    Effect: Objective discover (Obj.1)

    Effect : Objective show (Obj.1)

    Effect : Objective hide (Obj.2)

    Effect : Objective hide (Obj.3)

    Result.. Objective 1 will just come up on your screen as the objectives button flashes..When you click on obj. button ..All you'll see is obj.1.. When player1 controls the designed socket

    Trigger 2

    Active:

    Condition : Player controls socket (1st socket) Plyr1

    Condition : Player controls socket (2nd socket) Plyr1

    Effect : Objective show (Obj.2)

    Effect : Objective discover (Obj.2)

    Effect : Objective completed (Obj.1)

    Effect : Objective Hide (Obj.3)

    Result..When player1 controls 2 sockets designed..The second objective shows on screen as the objective button flashes..When you click on objective button..The second objective shows with a slide button..when you slide it down.. You'll see the 1st obj. completed

    Trigger 3

    Active:

    Condition : Player controls socket 1st : Plyr1

    Condition: Player controls socket 2nd  : Plyr1

    Condition : Player controls socket 3rd  : Plyr1

    Effect : Objective show (Obj.3)

    Effect : Objective discover (Obj.3)

    Effect : Objective completed (Obj.1)

    Effect : Objective completed (Obj2)

    Results here are..Objective 3 will show on screen..As Objectives button flashes..When you click on objectives button.. You will see obj.3 and a slide..When you slide it down..You will see the first and second objectives showing completed..When the three sockets are controlled by plyr.1

    Hope this helps out.

    Regards!

  •  06-14-2009, 12:33 PM 819157 in reply to 417883
    armbrust11 armbrust11 is not online. Last active: 08-18-2009, 3:32 PM
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    Subject: Re: Fixed cannon

    luke2:
    Does anyone know how to keep a fixed cannon from changing sides depending on who's near it???

    Thanks

     

    does anyone know how to make another unit (the treasure ship) switch sides like a fixed cannon. (and I'm not talking about just once, but always the player with the most units nearby like the king of the hill fort.)


    Give me age of empires 4 or give me age of mythology 2!
  •  06-14-2009, 1:49 PM 819173 in reply to 819157
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: Fixed cannon

    armbrust11,

    does anyone know how to make another unit (the treasure ship) switch sides like a fixed cannon. (and I'm not talking about just once, but always the player with the most units nearby like the king of the hill fort.)

    Answer..."A units in area" condition..A "Convert" effect ..Should do the trick..
    To answer the quote in your post..Try placing several units around the fixed gun..That should keep it from changing..

  •  06-15-2009, 9:41 PM 819515 in reply to 819173
    armbrust11 armbrust11 is not online. Last active: 08-18-2009, 3:32 PM
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    Subject: Re: Fixed cannon
    thanks! (also i was just quoting that to signify the desired effect: a unit that converts like a fixed gun)

    Give me age of empires 4 or give me age of mythology 2!
  •  06-15-2009, 10:25 PM 819523 in reply to 819515
    GeorgeCusterd GeorgeCusterd is not online. Last active: 11-20-2009, 6:50 PM
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    Subject: Re: Fixed cannon
    Also you need to loop the trigger to keep it going again and again.

    fox-games.forumn.netMy Battlefield 2, Combat Arms, Runes Of Magic Clan's website (ya i know it is a mix of alot of games)
  •  06-16-2009, 2:30 PM 819740 in reply to 819515
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: Fixed cannon

    armbrust11:
    thanks! (also i was just quoting that to signify the desired effect: a unit that converts like a fixed gun)

    You're most welcome.

    Yes..You'd need to loop the trigger and most likely a timer condition too..To make it fire over and over..Thanks G.C. for pitching in!

    Regards

  •  08-03-2009, 1:28 AM 831551 in reply to 819740
    max2h max2h is online. Last active: 11-21-2009, 4:58 PM
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    Subject: Re: Fixed cannon

    Wait do all of the triggers in Scenario mode work in random maps?

    I have 2 scenarios and lots of randomaps 

  •  08-03-2009, 2:50 PM 831711 in reply to 831551
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: Fixed cannon

    max2h,

    I'm very sorry that I cannot answer your RMS question..I'm into scenarios only..All that I can offer you here is..Have you tried in the pinned custom map thread?.It's right below the two pinned scenario design thread..Also..There is a random map category over in the heavengames forums..You could look into it there..Your question may have already been answered by someone who is a random mapper..I've included a link for The H.G. forum in hopes that it may help out.

    http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,29982,,10 

    Best Regards

  •  08-03-2009, 2:55 PM 831713 in reply to 793192
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here

    max2h,

    Those pinned threads that I posted you about are in this category..My apologies in case I caused  you any confusion my friend!

    Best Regards!

  •  08-03-2009, 3:02 PM 831716 in reply to 255693
    lucanious lucanious is not online. Last active: 11-14-2009, 9:01 PM
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    Subject: Re: where is ***AIStartObject ?

    i dont get a map "fort wars 4.1" when i play it and i have playd it on several computers

    why can i get others but not this one?

    its by far my favourite


    my tiny little city
  •  08-03-2009, 3:09 PM 831722 in reply to 831713
    kjn kjn is not online. Last active: 11/21/2009, 12:28 PM
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    Subject: Re: 9 of the most commonly asked questions concerning designing maps are answered here

    lucanious,

    I'm not at all familiar with this map..I do recall a few threads already started about this very map..Did you try the search function at the top of the page?.You could check into them?.If you still cannot get an answer in those threads..It may be wise to just find out who created this map and then ask the person..

    Best regards

    Edit= Here I did a SEARCH for you..I hope it will answer your question?

    http://forum.agecommunity.com/search/SearchResults.aspx?q=Fort+wars

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