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| Trigger Basics; All your basic trigger needs inside. | |
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| Tweet Topic Started: Sep 9 2007, 05:03 PM (503 Views) | |
| Azur_Fire | Sep 9 2007, 05:03 PM Post #1 |
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Recruit of Betalius
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Trigger Basics What are trigger and how to use them: Triggers are what every experienced map maker uses, they do all the fun tricks and explosions that you have always wanted to be able to do. However to create these complex triggers you need to have a basic understanding a triggers. This guide will introduce you to the easier kinds of triggers so that eventually you will be able to make maps as good as mine or Revenge's or Bright's. Creating your first trigger To open up the trigger editor we must go to the map editor and click on this button. When you click the button your screen should change to this. As you can see in the screenshot you open up two winddows. One to create a trigger and one to edit that trigger to fulfill all your wishes. Click the "Insert" button to create your first trigger. Once you have the trigger there you can delete it by pressing the delete button, or you can copy it so you don't have to repeat all the conditions and effects you could have in it. You also can choose whether it is active or not by ticking or unticking the active box. If you don't want if to start untill it is fired by a trigger then that can be used, however a "Fire Event" effect makes it unactive automatically untill it is fired. Then there is the loop option, this is used to say whether or not you want the trigger to repeat indefinately, or not. Run Immediately says whether or not you want the trigger to fire the moment all the conditions are fulfilled. And finally the priorities. There are 5 different priorities: Low, Medium Low, Medium, Medium High, and High. Medium priority triggers take 3 seconds to fire, Low take 9 and High fire immediately. All the Options Conditions When you create a trigger you don't necessarilly want it to fire immediately, and that is what the conditions are for. Just like with a trigger you can insert, delete, or copy a condition. However with conditions you can also tick the "not" or "or" boxes. If the not box is ticked then all the conditions you make will fire if the opposite of what you say occurs. For example if you put "Is Alive" then the trigger will fire when the unit you selected is NOT alive, i.e. when it dies. There are thousands of possible conditions, and even an experienced map maker like me doesn't know all of them. Some are very usefull and some are very specialised. In this guide I will only go over the easier to understand ones. Always ~Always This is the most basic of conditions, all it does is simply says that nothing is stopping this trigger from firing unless you have deactivatd it. Distance to Point ~Distance to Point This is a very usefull trigger for creating shops. However it is not used only for shops, since it can be used to fire triggers that have nothing to do with buying. In many RPG's this can be used to do something if the person is near a npc so that the npc talks. To use this trigger you must first select the unit, or units, that you want to go to the point, then press the "Source Units" button. Then you need to choose the place you want to have fire the event. Click the "Set Area" button and then click on a spot on the map to choose the spot. Then you can choose whether you want the unit to be exactly on the distance you chose (choose ==) or whether it should be within a distance (choose <= or <) or outside the distance (choose >= or >) Then you can choose the distance tfor the unit to be in, 1 is at the point 2 is a little farther away, etc... Distance to unit ~Distance to unit This condition is very much alike to Distance to point, however you don't get to choose a point, instead you choose a unit, building, or other placeable object as the end destination. Everything other then that is the same. To make the end destination choose the unit or object and then press the "Target Unit" button. Is Alive ~Is Alive This condition is very usefull for creating anti editing triggers. Just simply choose the unit you want to have as the unit to be alive (or not) and press the "Source Units" button. If you have the "Not" box checked then this condition is exactly the same as "Is Dead" Is Dead ~Is Dead This condition is the oposite of "Is Alive". It is used to tell you when a unit or object has died. For example if you want the person playing the game not to have his llama die then you would put the "Source Units" on the llama and then have an effect of your choice. Timer ~Timer Timer is a very handy condition and is usefull if you want to minimize lag. It can also be used in nearly infinately other possibilities. Essentially what this condition does is doesn't fire the trigger until a set amount of time has passed. For example if you wanted a person to blow up after 5 seconds then you would use this timer and possible the "Change Unit Type" effect. Effects Effects are the main part of your trigger. They are used to do all your work, from changing people into trees to making someone have more attack. Without the effects no map on aom would be the same. Think of your favorite map, and then think of it without any efffects or triggers, an escape would be impossible..... Army Deploy ~Army Deploy This effect is used to make an object apear. Contrary to the name it doesn't have to be an army, the army in the name means that to set the player and for some other things you need to select an army to deploy the object for. A perfect example is Auto Escape (especially mine) For the computer to attack you there has to be a trigger that has Army Deploy to create the units for the hunters. Because coms are stupid they wouldn't normally do this so the only way to make it work is the deploy the units and then move them. However units aren't the only thing army deploy works with, you can also deploy SFX or other effects to make a scenario pretty, for example if you want a specific place to have a osiris birth sfx whe nyou go there then you would use army deploy. Modify Protounit ~Modify Protounit This is probably the most common effect you will ever find. If you look at the triggers in most of the most basic maps you will usually find this trigger. What it does is it takes a protounit, a hoplite for example, and them modifies it stats. There are tons of protounits, and I think nottud made a list somewhere, but I'm not sure. Pretty much it's every unit in the game, and effect, and other random stuff like rockets. First you have to choose the protounit you want, so click on the drop down list and find what you need, some are under different names, and as usual nottud has definately made a list somewhere... But lets say you want to find caladria, well then you would go to "Flying Medic" and then you would click on the drop down player list, which lets you choose anyone, including gaia. Then you would choose the field, from hitpoints to bonuses, vs myth for example. And finnaly you would type in the delta, which is how much you want the protounit to be modified. To get someone, or something to have 0/0 hp then you must type in 999999999999999.0 and the .0 is the most important part. Change Name ~Change Name This effect is one of the most basic, because all it does is exactly what the name says; ie change something's name. This is helpfull in maps where there is a theme other then AoM, for example Lord of the Rings, you would have to change the units names to represent what they are. Another very handy thing is if you type in {playername(#)} then you get the name of whatever # you put between the parenthases. To use it you simply click the unit, or units you want to change and then click the "Unit" button Convert ~Convert This effect is usefull, and easy to use. Simply select the unit or units that you wish to convert and press the "Unit" button, then click on the drop down list and select the player you want to convert the units to. Counter: Add Timer ~Counter: Add Timer This effect is a bit more complicated then some, but easily understood. Essentially what it does is add a timer for something to happen, from the hunters loosing to a random event. To start off this effect you can choose the start and stop times. Personally i always keep the stop at zero, but the start is going to be how long you want this timer to run for. For example if you want it to run for 5 minutes then you would type in 300 since it goes in seconds. The "Name" part is kinda useless because all it's there for is to remind you what it does, it doesn't do anything in- game. However the message part is important. It is what is displayed before the timer, so you could put something like "The hunters lose in:" and then you would see the time left. You can also put {playername(#)} to get the players names in the message. Change Unit Type ~Change Unit Type This effect is simple to understand and use. It simply changes something into something else. To use it you must select the unit or units you wish to change and then click the "Unit" button. Then you have to choose the Protounit you wish the unit to change into. Diplomacy ~Diplomacy This effect is very usefull. What it does it change the diplomacy of any player. It can be used as a safeguard to make sure the players are at the right diplomacy when the game start or it can be used to change the diplomacy later in the game. To use it you must click the drop down list for both players and then choose whether you want the top one to be alied, or enemied, or neutral to the bottom person. Diplomacy Both Ways ~Diplomacy Both Ways This handy effect made by nottud is just a better and faster version of Diplomacy. Instead of having to make 2 effect to make 2 players allied to each other, you only have to use this one effect to make both allied at one. Essentially what you do is choose the two players from the drop down lists and then choose what diplomacy you want them at. Fire Event ~Fire Event Again, one of the most used effects in the game. This effect essencially starts another trigger when whatever conditions you have are fulfilled. For example you could use it in a cine to make your tracks go together nicely :). To use it you just click on the drop down box and choose the trigger from the list of all the triggers in the map. Grant God Power ~Grant God Power This effect does exactly what it is called, it grants a player a god power. To use it you choose the god power from the drop down list and choose the player who receives it. Then you can choose how many you want them to receive. This effect is very usefull when you want computers to be invoking god powers, however if you are using gaia to invoke it then you do not need to grant any. Invoke God Power ~Invoke God Power Now that you know how to grant people god powers you need to learn how to make them invoke them. This is mainly used for computers invoking god powers because it is assumed humans will use them themselves. However beware, for the cmputers will not invoke a god power if they are defeated, so a good thing to do instead is to have gaia invoke it. If you want a lightning storm and you are wondering why it isnt hitting your people then it is just that you need to make gaia your enemy (the effect diplomacy/ diplomacy two ways) Edited by Azur_Fire, May 31 2008, 04:50 PM.
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8:16 AM Jul 11
