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Last post 10-21-2009, 6:42 PM by kjn. 12 replies.
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  •  10-18-2009, 11:36 PM 849744
    kyi kyi is not online. Last active: 01-03-2010, 9:03 PM
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    Subject: What is the trigger for unloading ships
    hello i'm making a map and i need to know a trigger for unloading ships filled with units plz help.
  •  10-19-2009, 3:02 PM 849832 in reply to 849744
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    Hello kyi,

    I bid you welcome to the wacky world of scenario design..

    To answer your question..

    To the best of my knowledge..There is no real trigger member for unloading a ship loaded with units..You must physically unload them the usual way..However..With the aid of a trigger sequence you can create an illusion of the ship landing and then all it units disembarking..In the pinned scenario design thread..I helped a guy out with this same question a little while ago..I know it's a huge thread and you're really not in the mood for a lot of searching..So I'll try to re-create it the best I can for you..The following simple example should give you some idea as to what I'm suggesting.

    Trigger0

    Active:

    Condition: Timer

    Effect : Move to point (Your ship) **At the point you desire your ship to land..Put a cinblock for your player there.

    Trigger2

    Active:

    Condition: Units in area..Type of Ship.. player1..CTR unit.. Your placed cinblock

    Effect : Army deploy (Your units that you originally wanted in the ship)

    Effect : Fire event (to trigger 3)

    Trigger3   (Fired from trigger2)

    Nothing:

    Condition: Timer (3)

    Effect : Move to point: (Your ship away from the landing point to another desired point)

    As I posted..This is just an simple example..I'm sure there are many other ways to illustrate this with trigger members..You'll need to experiment..

    In trigger2 you can add as many army deploy effects as you wish..I.E..If you want more than one kind of unit in your ship..E.G..Say it's 10 musks in one army deploy..You can add in another army deploy and put in five hussers..I think you get the drift?..

    Regards and good luck!

  •  10-19-2009, 4:28 PM 849847 in reply to 849832
    kyi kyi is not online. Last active: 01-03-2010, 9:03 PM
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    Subject: Re: What is the trigger for unloading ships

    thank you very much kjn. but now i need to move the deployed army from the ship to attack a wall. After the army destroyed the wall, it will need to move into the city and start burning down buildings and killing settlers. plz help once again, thank you

    Big Smile

  •  10-19-2009, 4:44 PM 849851 in reply to 849847
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    kyi,

    You're most welcome!

    Always happy to lend a hand.

    One thing about a wall..You have many sections..Limit things maybe??If what I suggested is a possibility?.Or..You can try to add several "is dead" conditions to the trigger..The following example might work..You haven't mentioned what player you're doing this for?

    Trigger1

    Active:

    Condition: Is dead: (Your chosen wall section) a gate might work best

    Effect: army move..

    Keep in mind?.If you're using several different armies here?.You'll need to add in an army move for each army..That will move them..Then you'll need to get them attacking on your own the usual way!

    Hope this can help!

    Regards

  •  10-19-2009, 5:14 PM 849857 in reply to 849851
    kyi kyi is not online. Last active: 01-03-2010, 9:03 PM
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    Subject: Re: What is the trigger for unloading ships

    thank for keep helping me kjn. I'm doing this for the comp player. the comp player will keep attacking your town untill your reinforcement arrive to help you attack the comp's base camp.

    one more trigger i would like to know is how to make a timer come out and count down when the reinforcement will arrive.

    once again thank you for keep helping me :)

  •  10-19-2009, 5:45 PM 849863 in reply to 849857
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    You're most welcome kyi,

    Glad I was able to help..

    If I'm understanding you correctly..The triggers I'm giving you..Will only work best with player "1"..That would be the player you're "playing as"..The comp players will most likely be the ailoader standard .xs..This ai will ignore most commands you give it "via triggers"..

    There is another ai you can use for comp players and that would be the age3ai..The main thing to remember is this ai will only do what you trigger it to do..I'm only mentioning this because a lot of guys have asked why their triggers won't work with the ailoader standard ai..

    I've posted a lot about this ai in the "pinned nine most asked question thread" located at the very top of this category page..If your interested in maybe using this ai check it out?.If you have any questions about it afterwards feel free to ask..I'll do my best if I can to help!

    Regarding your question : Use the effect.."Counter:add timer"

    Here's a link that may help explain that effect 

    Regards

    http://wiki.heavengames.com/age/Counter:add_timer

  •  10-19-2009, 6:00 PM 849864 in reply to 849863
    Fergy Fergy is not online. Last active: 10/21/2009, 5:28 PM
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    Subject: Re: What is the trigger for unloading ships

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  •  10-20-2009, 3:33 PM 850018 in reply to 849864
    Oddball the Angry Oddball the Angry is not online. Last active: 03-17-2010, 7:28 PM
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    Subject: Re: What is the trigger for unloading ships
    Fergy:

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    It worked wonders for me, I just thought I would let you guys know

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  •  10-21-2009, 6:03 PM 850299 in reply to 850018
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    Absolutely nothin!.

    I hope the thread starter was able to get things working with what he was asking though.

  •  10-21-2009, 6:11 PM 850303 in reply to 850299
    austinthebrutal austinthebrutal is not online. Last active: 03-21-2010, 2:05 PM
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    Subject: Re: What is the trigger for unloading ships

    One thing I have always wondered, is how to make enemy computers attack walls when you send their armies via triggers.

      This is without selecting any standard AI or anything...


  •  10-21-2009, 6:24 PM 850309 in reply to 850303
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    The ailoader standard is hard coded..It does what is does..It is scripted and cannot be altered..Therefore it will ignore any/all your trigger commands..The only work around is create another civ identical to the ailoaderstandrd civ..Only with this civ use the Age3ai.

    Then you can instruct this ai to do everything you wish via triggers..If you set the civ with age3 ai to "hidden"..Also..Make sure to place on the same team as the "ailoader standard" civ..The player will get the effect of playing one civ but he's actually playing two civs..

    There are many new possibilities now open for you with this..

    E.G.

    After the age3 armies do what you want..You can convert them to the ailoader standard civ..Keep in mind..After you do that.. You no longer will have control of them

    Regards

  •  10-21-2009, 6:40 PM 850314 in reply to 850309
    austinthebrutal austinthebrutal is not online. Last active: 03-21-2010, 2:05 PM
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    Subject: Re: What is the trigger for unloading ships

    Even using Age3ai will the computers auto attack walls?

     

    I need the computer to go through walls to get inside the fort but they only attack towers that they can attack from outside the wall, and never actually destroy the wall>! </p>
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  •  10-21-2009, 6:42 PM 850317 in reply to 850314
    kjn kjn is online. Last active: 03/21/2010, 4:38 PM
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    Subject: Re: What is the trigger for unloading ships

    No..

    You instruct them to attack the walls by using the trigger members in your editor.

    Regards

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