Map Editor Trigger: spawning waves of units
Map Editor Trigger: spawning waves of units
Hello there.
How can I make a Trigger that generates different types of units for the entire game?
every 3 turns spawn 3 archers, 2 soldiers, etc, and a cooldown of 3 turns for example
I have managed to do it but only one type of unit is spawned the other units do not spawn
How can I make a Trigger that generates different types of units for the entire game?
every 3 turns spawn 3 archers, 2 soldiers, etc, and a cooldown of 3 turns for example
I have managed to do it but only one type of unit is spawned the other units do not spawn
Re: Map Editor Trigger
I can spawn both units
The problem now
Is the cooldown, every turn.units spawn
I want them to spawn every X turn
How
The problem now
Is the cooldown, every turn.units spawn
I want them to spawn every X turn
How
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Re: Map Editor Trigger
moved to other discussions an title modified to be more specific
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also answer: there is a counter option too so you can count to 3 and activate a trigger there.
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also answer: there is a counter option too so you can count to 3 and activate a trigger there.
Re: Map Editor Trigger: spawning waves of units
sorry i dont understand, my english is bad.
the trigger i want, is one that spawn "archers"
1- turn 3
2-spawn 3 archers
3- 3 turns cooldown
4- Spawn 3 archer's again
5- infinitely
the trigger i want, is one that spawn "archers"
1- turn 3
2-spawn 3 archers
3- 3 turns cooldown
4- Spawn 3 archer's again
5- infinitely
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
Not possible right now.
Might be good idea though to add such possibility.
But i'd say it will be better to make it when you set a trigger itself, not as conditions or effects.
What do i mean:
We have an option of setring trigger as repeating.
My idea is to add to this option a number that will represent cooldown for this trigger.
0 will mean that it will be used every turn once conditions were fulfilled. 1 will mean that once per 2 turns and so on.
@Stratego (dev) what do you think?
Might be good idea though to add such possibility.
But i'd say it will be better to make it when you set a trigger itself, not as conditions or effects.
What do i mean:
We have an option of setring trigger as repeating.
My idea is to add to this option a number that will represent cooldown for this trigger.
0 will mean that it will be used every turn once conditions were fulfilled. 1 will mean that once per 2 turns and so on.
@Stratego (dev) what do you think?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Map Editor Trigger: spawning waves of units
i think it is possible - whjy u say not? there is counter, enable, disable trigger same triggger needs to be re-eanbled.
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
Problem here is that for each disabling and re-enabling trigger we need to make a separate trigger.
What if i need to make 50 waves of same units?
I will need to make 1 trigger for spawning, 50 triggers for disabling spawning and 50 triggers for enabling spawning.
And if i need to make 7 different waves each of which will be used with different iintervals (1st each 3 turns, 2nd each 4 turns, 3rd each 7 turns, 4th each turn, 5th each 19 turns, 6th each 13 turns and 7th each 9 turns)? It will become such a mess that you will just forget where what is even with renaming function. And because map is rather big (it is survival map though thus player has only a limited amount of units) it will take even 200+ turns so i need to calculate and make for each specific wave all possible activation triggers.
Yes it IS possible but it takes so god damn many time to replicate and edit every trigger for such invasions that it completely erases all desire working on campain.
What if i need to make 50 waves of same units?
I will need to make 1 trigger for spawning, 50 triggers for disabling spawning and 50 triggers for enabling spawning.
And if i need to make 7 different waves each of which will be used with different iintervals (1st each 3 turns, 2nd each 4 turns, 3rd each 7 turns, 4th each turn, 5th each 19 turns, 6th each 13 turns and 7th each 9 turns)? It will become such a mess that you will just forget where what is even with renaming function. And because map is rather big (it is survival map though thus player has only a limited amount of units) it will take even 200+ turns so i need to calculate and make for each specific wave all possible activation triggers.
Yes it IS possible but it takes so god damn many time to replicate and edit every trigger for such invasions that it completely erases all desire working on campain.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Map Editor Trigger: spawning waves of units
not this way.
i ment like
trigger 1: spawn units on first turn (and enable/re-enable trigger 3)
trigger 2: countdowning till 3 turn
trigger 3: on countdown finish re-enable trigger 1
i ment like
trigger 1: spawn units on first turn (and enable/re-enable trigger 3)
trigger 2: countdowning till 3 turn
trigger 3: on countdown finish re-enable trigger 1
Re: Map Editor Trigger: spawning waves of units
Triggers can be looped, right? As in, they will trigger every time that the condition is checked.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Map Editor Trigger: spawning waves of units
Thanks you every one
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
Triggers can be looped but i think once they triggered conditions they will continue execute their effects every turn. Even if condition is not fulfilled anymore.
This still requires for me 3 triggers instead of 1 per each type of waves.Stratego (dev) wrote: ↑Thu Feb 17, 2022 12:19 am not this way.
i ment like
trigger 1: spawn units on first turn (and enable/re-enable trigger 3)
trigger 2: countdowning till 3 turn
trigger 3: on countdown finish re-enable trigger 1
Which is not good.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Map Editor Trigger: spawning waves of units
??This still requires for me 3 triggers instead of 1 per each type of waves.
Which is not good.
type of waves? if you spawn same type and amount of untis on same place than you dont need more.
if you want different - sure, you need more.
(and it is good you need more that case)
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
That what i meant.makazuwr32 wrote: ↑Wed Feb 16, 2022 11:15 pm And if i need to make 7 different waves each of which will be used with different iintervals (1st each 3 turns, 2nd each 4 turns, 3rd each 7 turns, 4th each turn, 5th each 19 turns, 6th each 13 turns and 7th each 9 turns)? It will become such a mess that you will just forget where what is even with renaming function.
Anyway. Such variant of usage that you suggest is not intuitive and for beginner map creators will be pain in the ass to figure out how it is supposed to work.
This variant will allow to make trigger repeatable once condition is fulfilled every x turns where x is number you set for trigger when you set it as repeating.makazuwr32 wrote: ↑Wed Feb 16, 2022 9:01 pm Not possible right now.
Might be good idea though to add such possibility.
But i'd say it will be better to make it when you set a trigger itself, not as conditions or effects.
What do i mean:
We have an option of setring trigger as repeating.
My idea is to add to this option a number that will represent cooldown for this trigger.
0 will mean that it will be used every turn once conditions were fulfilled. 1 will mean that once per 2 turns and so on.
@Stratego (dev) what do you think?
This number will mean how many turns trigger must be inactive before it will be reactivated. 0 means that it will be reactivated on next turn after it is executed, 1 means that it will be reactivated 2 turns after it is executed and so on until it actually is turned off.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Map Editor Trigger: spawning waves of units
i can not follow you.
if you want a complex spawning - it will be (inevitably) complex to define.
if you want a complex spawning - it will be (inevitably) complex to define.
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
I am fine with not easy to define complex spawning. But this is just an example.Stratego (dev) wrote: ↑Fri Feb 18, 2022 6:04 pm i can not follow you.
if you want a complex spawning - it will be (inevitably) complex to define.
With what i am not fine is that it is not intuitive to set up looping triggers with cooldowns between each execution and requires way too many things which can be made unnecessary with change i suggest.
I want this complex looping to be a bit easier to make. Right now setting up it is not user-friendly at all.
Right now you either need to make 2 extra triggers JUST TO LOOP each trigger you need if you do not need ir to execute each turn. And it is bad.
What i suggest is to add to this menu:
Additional option that appears for trigger when you choose "Looping" setting that will allow you to choose delay between each execution of trigger.
Without these extra enabling, counting, disabling parts.
I have several trigger heavy maps with good amount of loops. One map has more than 180 triggers in total for various things which i need to loop. And just for those i need to make 360 extra triggers to loop them? It is bad than in terms of user-friendly.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Map Editor Trigger: spawning waves of units
was there such option in AOE? i made this based on that.
it is intentionally "general" not many many specific implemenetations.
it is intentionally "general" not many many specific implemenetations.
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
Why you should base map editor on ONLY on aoe?
Why not base it on other games as well?
Not sure about aoe but heroes of might and magic 5 for examole have similar option.
And it is still general since it just expansion of already implemented "looping" option for running (where you choose between running looping and running once) since it just will allow players to choose delay between each loop. Nothing else.
Why not base it on other games as well?
Not sure about aoe but heroes of might and magic 5 for examole have similar option.
And it is still general since it just expansion of already implemented "looping" option for running (where you choose between running looping and running once) since it just will allow players to choose delay between each loop. Nothing else.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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- Site Admin
- Posts: 15754
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Re: Map Editor Trigger: spawning waves of units
not only.
but that was an awesome editor and trigger options so if something was not there than i assime it to be mtoo specific. that is all.
but that was an awesome editor and trigger options so if something was not there than i assime it to be mtoo specific. that is all.
- makazuwr32
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Re: Map Editor Trigger: spawning waves of units
This option is just an expansion of already implemented option.Stratego (dev) wrote: ↑Fri Feb 18, 2022 9:04 pm not only.
but that was an awesome editor and trigger options so if something was not there than i assime it to be mtoo specific. that is all.
Like how you added more variants of possible categories to choose in map editor.
Also even if that editor is awesome it does not mean that it is perfect. Even in it i am sure there are buttload amount of points to improve.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.