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Last post 11-20-2008, 8:56 AM by {T_K} KevTheGreat. 2715 replies.
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  •  07-05-2008, 8:02 AM 716970 in reply to 716899
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    Yes..

    It would be great to see some new interest in custom scenerios..Looks mighty gloomy at the present???


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-08-2008, 9:39 AM 718577 in reply to 715590
    camo90 camo90 is not online. Last active: 11-20-2008, 2:47 PM
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    Subject: Re: < < Scenario Design - Question Thread > >
    I went to know that in AOD there are some technologies, such ase the consulate ones which you can research infinite times, however I don't have AOD, so I can't study its techtree... In spite of that, I have another question, this time it's about a scenario trigger. What I want is that each time I bring a Coin Wagon to a determinate location, an army is deployed. The problem is that the coin wagons must be created, so if I use the DISTANCE TO OBJECT condition, I can't select a unit. How can I solve this problem?
  •  07-08-2008, 11:01 AM 718614 in reply to 718577
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    Hey camo90,

    I assume you're asking about TAD?.If not..I'm not familiar with AOD??If it's TAD..Do you know anybody who may have it and installed..You might ask them to send you a copy of thier techtreey.xml..

    To try to answer question2..You could try a trigger sequence as follows

    Trigger1

    Active: Loop

    Condition: Timer:(100)

    Condition: Units in area: =< 1; or ==1 ( Use a cin block for center unit)

    Effect: Army deploy: Your wagon: Player1

    Fire event (To trigger2)

    Trigger2

    Nothing:

    Condition; always

    Effect: Army move: The wagon to Your location

    Effect : Fire event ( to trigger3)

    Trigger3

    Nothing:

    Condition: Units in area : (Use a cin block for center unit) WhenThe wagon arrives in this area:<= or ==

    Effect: army deploy :The army you want to deploy

    Effect: Destroy : The wagon

    Regards


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-08-2008, 4:52 PM 718737 in reply to 718614
    camo90 camo90 is not online. Last active: 11-20-2008, 2:47 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    That works partially:

    I had to delete Trigger3 because otherwise, the army would have deployed twice, and I changed the fire event to trigger 3 to trigger1 to repeat the sequence. Nevertheless, the most important problem is that the coin wagon should be destroyed each time the army is deployed, otherwise the army will deploy infinite times.

    Moreover, when testing, I moved the coin wagon away from the cinematic block area to stop the effect, but when I bring it there again, or if I bring there another coin wagon, nothing happens. I can't explain why...

  •  07-08-2008, 5:20 PM 718758 in reply to 718737
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    I made a few changes in my sequence..

     

    You need to have the wagon deploy part of this trigger looped..That will keep the wagons comming and the whole sequence going..In my sequence..I intended for the Army to be deployed at the end of the sequence..In other words..The wagon is deployed in trigger1..In trigger2 it is moved..When it reaches the point where it's advanced to..Trigger3,  then deploys the army..(no need to fire event back to 1)..All you'd need to add to trigger three is a way to get rid of the wagon when the armies deploy..I'm not too sure what you're doing here.. If you wish.. Post your sequence and maybe we'll be able to solve the mystery.

    Regards


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-08-2008, 5:42 PM 718766 in reply to 718758
    camo90 camo90 is not online. Last active: 11-20-2008, 2:47 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    AH ok, now I understood...

    However, I don't need to spawn the coin wagon because thanks to a little protox modification, I can train it at town center, so the sequence I tried is:

    TRIGGER1

    active - loop

    condition:timer 1

    condition: units in area (unit: SPCWagonCoin \ center unit: a cinematic block)

    effect: army deploy: my army

    Fire event (to trigger2)

    TRIGGER2

    nothing

    condition: timer ms (1)

    effect: damage unit in area (SPCCoinWagon) damage:100

    Fire Event (to trigger1)

     

    In spite of this, The Coin Wagon doesn't die, and I can't use the destroy effect because I should select a certain unit.

  •  07-08-2008, 5:59 PM 718772 in reply to 718766
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    In spite of this, The Coin Wagon doesn't die, and I can't use the destroy effect because I should select a certain unit.

    Yes.. I understand now..In your second trigger..In the effect damage unit in area..Did you try "unit" instead of spc coin wagon?.If that doesn't work..Try another type of wagon?.At any rate make sure you're selecting the correct unit in the effect..Sometimes the names displayed aren't the correct proto name.

    A side note : If all else fails..Sometimes certain effects don't seem to work in the same trigger..Don't hesitate to move them to another trigger or add another trigger to the sequence.

    Experiment!


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-08-2008, 6:31 PM 718791 in reply to 718772
    camo90 camo90 is not online. Last active: 11-20-2008, 2:47 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    Solved!

    It seems strange, but the SPCWagonGold seems immortal... The damage units in area effects didn't affect it... So I used the XP Jeff Wagon (Gold) and set it as the protounit to damage, and this time it worked, thank you for support!

  •  07-08-2008, 6:31 PM 718792 in reply to 718766
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    Great news.. Glad to see it now works..

    I studied your sequence a little..I made a few changes.. let me know if it works?

    Trigger1

    Active:Loop

    Condition Timer (5)

    Effect: Units in area (spcWagonCoin) Ctr. unit cin block

    Effect: Fire event (to trigg.2)

    Trigger2

    Nothing

    Condition: Always

    Effect: Damage units in area : spcWagonCoin : 100

    Effect: Army deploy: Your army


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-09-2008, 4:29 PM 719185 in reply to 718792
    camo90 camo90 is not online. Last active: 11-20-2008, 2:47 PM
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    Subject: Re: < < Scenario Design - Question Thread > >
    Yes, your sequence works perfectly too
  •  07-09-2008, 6:21 PM 719314 in reply to 719185
    kjn kjn is not online. Last active: 11/18/2008, 7:59 PM
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    Subject: Re: < < Scenario Design - Question Thread > >

    Happy to see that camo90..

    I messed with this trigger sequence all day..I can't get the spcxp Jeff Wagon Gold to die?. All goes well in this,  up to trigger two..If you get a chance..Check it out..Maybe you can find what I'm over looking?

    Trigger0

    Active : Loop

    Condition : Timer (30)

    Effect : Army deploy : Plyr1 Army11 : spcxp Jeff wagon gold :1

    Condition : Fire event (To Trigger1)

    Trigger1

    Nothing :

    Condition : Always

    Effect : Army move : The above army to a point : @ Cin block

    Effect : Fire event (To Trigger2)

    Trigger2

    Nothing :

    Condition : Always

    Effect : Damage units in area : spcxp Jeff Wagon Gold at same point as above..At a cin block (the point)

    Effect : QVSet : QV1 :  Value:1

    Effect : Fire event (To Trigger3)

    Trigger3

    Nothing :

    Condition :  QVcheck : == : 1

    Condition :  Army is dead : Plyr1Army11

    Effect:  Army deploy Plyr1Army12 : 5 : XPMusketWarriors @ Point

    **Update**

    I altered effects in trigger2..I changed the effect "damage units in area "and used "army kill"..Then In trigger3..I timed how long the wagon took to reach the designated point @ cin block..Then I changed the conditions to only a timer..Then this sequence worked..

    I believe it was due to deploying armies at the beginning of the sequence..You have to use a unit in the "damage unit in area" effect..I think that part confused this effect.. I didn't test it with a pre-placed wagon from the start..Then use a move to point effect and drop the army deploy and army move effects..I believe that too may have worked..Let me know?.What you came up with ..If you decided to look into this.

    The sequence and all the testing took about four and a half hours from start to finish..A good example of.. Experimenting..I think?

    Regards


    Blowgunner:
    "Who cares..This will be electronic dust in 5 months!"
  •  07-10-2008, 5:25 PM 719840 in reply to