Re: Map design - TRIGGERS (eg. if the hero dies)
Posted: Fri Jan 01, 2016 3:01 pm
Maybe I told you wrong. Sorry.
Here is how it should look:
-condition: -effect:
Here is how it should look:
-condition: -effect:
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Wait, make sure your obj change owner in, rect. Is not over where the units will be in the match.... that does not work, you must place it OVER the units current position in the mapeditor. Therefore those brought in by triggers will not be affectedkurt278 wrote:Ow, thanks!
Well, it didn't work...
I even deleted the trigger and built it again from scratch according to your screenshots. Nothing happens. I tried making the zones bigger, just in case, nothing happens...
I think my map might be broken somehow, I'll try that trigger again on a new map some time later today. Thanks again.
It is already added for most effects ( thanks to my nagging to do them and dev obliging to do so )mroziu wrote:Ok i understand now. And the last question: is there any possibility that in future there will be added functions of selecting multiple objects in those effects?
And they are for instance.. ?mroziu wrote:That's good but I guess it isn't in most of effects
currently all triggers have only a few (objxy, objxy2) registers what can store "units" and can "follow" them if they moved on the map (like the hero that must not die).mroziu wrote:I don't know if you know what i mean becouse of my English but i meant selecting multiple units and the trigger will "follow" those units all the time. I don't know which triggers have this possibility.
using this u can set to any unit to have eg. "IS_GAIA_AI_ANIMAL_HOSTILE" AI by deafult meaning it will attack enemy within its sight.Eff: Exec Command the command effect is an effect that is fired by a command, in the Message field, available commands
ADDSPEC Adds a spec unit action to Unit1/Area of units, usage: ADDSPEC:IS_INATTACKABLE
I don't understand how it works...Which part I really need to fill in?Stratego (dev) wrote: ↑Sat Sep 15, 2018 6:28 pm new effect possibility:
using this u can set to any unit to have eg. "IS_GAIA_AI_ANIMAL_HOSTILE" AI by deafult meaning it will attack enemy within its sight.Eff: Exec Command the command effect is an effect that is fired by a command, in the Message field, available commands
ADDSPEC Adds a spec unit action to Unit1/Area of units, usage: ADDSPEC:IS_INATTACKABLE
Stratego (dev) wrote: ↑Sun Sep 20, 2015 6:52 amUsable specActions in datasheetCode: Select all
PROD_SPEEDUP, // if unit is in a TC than it will be used for any other unit production TRANSPORTING_VEIN, // if unit basic task is a transporter (not an attacker) than this is set. STEALTH_UNIT, //this is the new definition for stealth units (instead of isStealthUnit) STEALTH_ONLY_UNIT, //this is a indicator of a unit that is not an ASSASSIN but onlya stealth/invisible unit. STEALTH_EXPLODES_ON_STEP, //ise this to make damaging units, that damages on step (like a trap, or landmine) STEALTH_CAN_SEE_STEALTH, //this is the new definition for stealth units (instead of canSeeStealthUnits) CAN_STEAL_TECH_FROM_TC, //this is a indicator of a unit that is not an ASSASSIN but only a stealth/invisible unit. CAN_SPY_ENEMY_CARRIER, //can see the internals of enemy carriers CAN_GO_TRU_ENEMY_OBJECTS, //a shade that can go tru even on enemy objects. IS_STEPPABLE, //anyone can step on it (like it was terrain) but immediately vanishes IS_INATTACKABLE, //can be targeted or not (not used yet) IS_MIRROR_UNIT, //enemy sees it like it would be a normal unit, but allies sees it as a mirror unit (something changed on image...), if attacked than vanishes. IS_REANIMATABLE, //is it a corpse to be reanimated IS_INCONVERTIBLE, //can not be converted, ever. IS_TERRAIN_ENTITY, //considered as terrain entity (if the map has only these units than it is still only a terrain (random) map IS_GAIA_AI_ANIMAL_PEACEFUL, //the unit is a gaia animal and its ai is peaceful like a deer IS_GAIA_AI_ANIMAL_HOSTILE, //the unit is a gaia animal and its ai is hostile, attacks if you get in its sight range IS_GAIA_AI_ANIMAL_HOSTILE_IF_WOUNDED, //the unit is a gaia animal and its ai is hostile, attacks if it is wounded and you get in its sight range IS_GAIA_ANIMAL, //the unit is a gaia animal (at least it was on game start) CAN_NOT_COUNTERATTACK, //the unit can not counterattack NO_PLAYER_CONTROLLED, // such unit is not controllable by the player, only AI will control it in the name of the player. CAN_FLY, //in the new terrain era we lost the info that a unit can fly or not, so this spec action will indicate flying. CAN_HIT_FLYING, // if set the unit can attack and hit flying as it were "arrowed" in AOS/AOF, if not set it can hit only 1 hit. AI_FACTORY_SINGLE, //AI information: means only one factory must be built for an AI player from this in one game (eg. blacksmith) IS_BUILD_IMMEDIATE, //this case the building (eg. palisade) will not have an 1hp construction site and you can build further, but it builds immediately to the hp where the builder can build it. IS_EFFECT_NOT_FOR_UNDERCONSTR, // if the prop changetr or tech is not for under constuction things. BYPASS_ARMOR, //if the unit damage is reduced by the armor BYPASS_PARMOR, //if the unit damage is reduced by the parmor NO_CONSTRUCT, //if a mending unit can not construct under construction units/buildings (like mending ship should not) NO_MEND_HIMSELF //if a mending unit can not mend himself, only garrisoned units (eg. airport shoiuld not mend himself but garrisoneds) IS_ALL_TECH_MEMBER, //if a tech a techs to be in "all techs" section - meaning the DEFAULT techs CAN_BE_FLOWN_TRU // if this unit is so low on ground and has no armament to reach - so flyers van fly over it (like caltrops in AOW) IS_EFFECT_REDUCED_BY_ARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by NORMAL armor IS_EFFECT_REDUCED_BY_PARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by PIERCE armor IS_OCCUPIABLE, // - occupiable like the TC but means only occupiable and internal units get damaged(nothing else that "isoccupiablebuilding=true" means like no pop limit, visible on explored terrain and so on) IS_CARRIED_DAMAGABLE, //if the carried units are receiving damage or not (like on TC-s) - combine lthis with IS_INATTACKABLE to work like a TC IS_LEGENDARY, //on the game area only one can exists, the second will not be produced (stops production) IS_UNIQUE, //for the player only one can exists, the second will not be produced (stops production) ATTACK_FIRST_STRIKE, // it deals counter attack first before attacker can damage, only if attacker has no first strike. ATTACK_FULL_COUNTER, // means the unit has a counter damage without penalty STEALTH_FORCES_STEP_ON, // unit can not go tru it, it will stop on it, destroying stealth unit (for land/sea mines) STEALTH_FORCES_STEP_BLOCKED, // unit can not go tru it, it will stop right before it, not destroying stealth unit (for submarines) TECH_AGE // the tech is a AGE tech. ATTACK_RANGE_DODGED //set this if the attacked is not arrow type (eg. throwing axe) but you want to use ranged dodge to deflect it.
i mention this again - if u need any of the trigger conditions under that link that is not yet implemented in game - tell me, i can quickly implement new trigger conditions or effects.If you do not understand how triggers work then read this http://aok.heavengames.com/university/d ... -tutorial/ - i have implemented the same engine.