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| bobtheorc |
Posted: Sat Sep 09, 2006 10:28 pm |
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Joined: 19 Mar 2006
Posts: 1218
Location: Wow, its hot in Iowa
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| Hazael |
Posted: Sun Sep 10, 2006 2:05 pm |
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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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There should be a "Scenario Editor".
I am one of the scenario builders on Empire Earth AoC online. I’m the founder of whats called the "Up All Night Productions" team. I don’t know the format for the AoE, but I assume it’s close enough. Can you tell me what the AoE scenario editor has for options on the triggor editor. I used to play AoE II before I discovered EE. I made a few scenarios, and I think they were the same concept. Just tell me what there is for options...
The main tabs for the scenario editor will be something like:
"Map"
"Terrain"
"Units"
"Players"
"Diplomacy"
"Triggers"
"Save/Load/Test"
The Trigger tab...
If it is anything like EE, then there will be these tabs with options in each:
"Trigger"
"Condition"
"Effect"
"Object"
"Area"
If you plan on using it for multiplayer, you will need a multiplayer template. Otherwise you will end up with just AI opponents. |
Some of the best scenarios on EE...
Up All Night Productions |
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| sickofpalantirs |
Posted: Sun Sep 10, 2006 2:13 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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| lets say I wanted to do a trigger so that a bunch of reinforcements would come when a certain building was destroyed(say a castle) say 300 cavaliers. what would that look like. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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| Hazael |
Posted: Sun Sep 10, 2006 2:25 pm |
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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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Simple:
Object tab...
1.
Select the object from the map (cavaliers)
Dont worry about the number min or max
Do not change any of the other settings
2. "Building destroyed"
Select the object from the map (building)
Dont worry about the number of min or max
Make the hp equal to min. 0 max. 0
Area tab...
1.
Click and drag the area by the building where you want them to go
(you cannot use the object as a task point because it will be destroyed)
Event tab...
1. "Task area"
Find something like "Unit Task Area" in the scroll down list
Task the cavaliers to the area you created
Make the movement any way you want (normal, attack move, patrol)
Trigger tab...
1.
Put IF "building destroyed" THEN (no delay) "task area".
Do not make it looping
Do not change the "condition true for"
Now just turn on the triggers by checking the box somewhere on the triggers tab. This turns on all triggers for testing.
any other trigger questions just ask. Give me a challege if you want! |
Some of the best scenarios on EE...
Up All Night Productions |
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| Hazael |
Posted: Sun Sep 10, 2006 2:48 pm |
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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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There are literally a thousand ways to make a scenario with triggers...
And almost all of the scenarios that I have built for online play have been around 800 triggers. My last one was 1,200. More triggers doesnt necesarily mean a better scenario though... for example I made a "Gladiators" 4 player scenario, and it became a HUGE world wide hit. It was by far my best scenario, and only used 800 triggers. Everytime I go online I see it being hosted in the lobby.
Basically it’s where you start off in an arena, and have a choice of 4 units...
Pikeman, Longsword, Longbow, Pilum
You can only have one, but you can go to the stables early on in the game to mount you unit... Pikeman=Knight, Longsword=Cataphract, Lonbow=Cavalry Archer, Pilum=Persian Cavalry
Once everybody has chosen and ready the game begins and enemy units flow into the arena in waves. It gets harder and harder.
If you die you are stripped of you armor and now have a weaker unit...
Longsword=Barbarian, Longbow=Simple Bowman, Pikeman=Spearman, Pilum=Javilen You only get one chance. If you die twice, you are out of the game.
Each kill gives your unit +5% attack and hp. If you die, each other player gets 33% hp simulating that they stripped your armor.... even though all 4 players are allies, there can only be one winner in the end.
Once you get to fight Caeser and kill him, the final fight is 1v1v1v1. The last man standing is the winner and the ultimate Gladiator. If they die before then, Caeser wins.
You can compare the scenarios online with songs on the radio. Good songs will be played more, and #1 hits are played the most and for the longest. My Gladiators was on the top for awhile and might still be. I havent been on in awhile now. |
Some of the best scenarios on EE...
Up All Night Productions |
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| PorterTroll |
Posted: Sun Sep 10, 2006 3:38 pm |
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Joined: 23 Jun 2006
Posts: 1193
Location: not sure yet
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that sounds awesome!  |
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| bobtheorc |
Posted: Sun Sep 10, 2006 4:39 pm |
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Joined: 19 Mar 2006
Posts: 1218
Location: Wow, its hot in Iowa
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| Hazael |
Posted: Sun Sep 10, 2006 5:25 pm |
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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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There are many versions of "Minas Tirith" for 6 player. A Helms Deep sounds cool.
Quote: How could I make reinforcements come when, say, my king dies?
That depends.
Do you want the units to be created and be sent to attack?
Or do you want certain units that are already located on the map to move to the area?
Quote: Also how could I change the name of a unit?
That needs a trigger as well...
If anything does not match what AoE has and you cannot figure it out, just tell me what the options are and I can help you figure it out.
Object
1. "king"
Select the unit on the map.
Do not change anything else
Effect
1. "name king"
Select "Unit-Name"
Use "king" and change the name to "Theoden" (or whatever)
Trigger
1. "always on"
Make it say: IF "always on" THEN "name king".
Do not delay it
Looping it will not affect this, so if you decide to use this "always on" condition for other effects you can choose looping or not.
Quote: And what are those games that you have worked on?
They are online multiplayer games. 4-8 players. These games are played on what’s called "Direct Connect".
I made or am working on...(only the best ones shown)
+ PAINTBALL + by MNboy (UANP)
-great game but not the best hit
---GLADIATOR--- by MNboy! (UANP)
-huge hit simple game
---BLACKHAWK-DOWN--- by MNboy (UANP)
-still not out yet but will be hard
^^^BattlePlan^^^ by MNboy (UANP)
-only started and going to be huge
and I have modified various versions of other games and helped create some other scenarios like DOOM. |
Last edited by Hazael on Sun Sep 10, 2006 6:10 pm; edited 1 time in totalSome of the best scenarios on EE...
Up All Night Productions |
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| sickofpalantirs |
Posted: Sun Sep 10, 2006 6:08 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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| I changed the name fo a guy to pong YEAH! |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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| Hazael |
Posted: Sun Sep 10, 2006 6:25 pm |
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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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Oh...
when I first started making triggers, I had troubles. Then I figured out why.
When you want to make a trigger, you always have to "add" a new trigger.
If you modify what is already up there, you will lose your last triggers.
The names for each trigger have no effect on the trigger’s action. Always name the effects/object/areas/conditons so that you will be able to identify them later. When you start to make complex scenarios, you will find many tricks to making it neat and easy to navigate. 400 effects can get messy.
You must always setup the "Trigger" tab for each action. Think if the Trigger tab as the doorway for each action. You can have all the objects/conditions/effects setup perfectly, but you will never get it to work without the Trigger setup for them (doorway opened).
When you are finished setting up a trigger, you must check the box to allow all triggers to turn on. If this box is not checked, your triggers will not work.
Constantly test your triggers, so when (yes, when) they don’t work correctly, you should be able to find the source easier. If you are using templates (pre-made for online play), you might run into glitches. Just get to know the glitches to find ways around them. There’s always a way around them. |
Some of the best scenarios on EE...
Up All Night Productions |
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