Mapeditor related

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded

Mapeditor related

[IMPLEMENTED]test button viewtopic.php?f=8&t=4025
1
4%
trigger randomize viewtopic.php?f=8&t=2729
2
8%
Patrolling in an area - u can set unit to walk up and down in are and not leave unless attacked/enemy presence (useful in mapeditor for campaigns) viewtopic.php?f=8&t=2675
8
31%
AND/OR/NOT trigger conditions viewtopic.php?f=8&t=2409
3
12%
unit categorization in select dialogs viewtopic.php?f=8&t=2368
0
No votes
Inherit things from other map viewtopic.php?f=8&t=2334
4
15%
[IMPLEMENTED]Trigger editor: select units/techs as u select in production list (icon+name)
4
15%
Able to set unit stats (name, hp, power ...) via a unit properties dilaog (not only via triggers)
2
8%
Set TC allowed production possibilities via dialog not only via triggers
0
No votes
Let units be placed in buildings/ships right in mapeditor
2
8%
 
Total votes: 26

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godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings »

in triggers where we select object type, there should b an option to type in the name and the game automatically searches for and shows the names of units matching the name i typed (if it is kept empty then game show all names like it is now)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Stratego (dev)
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Posts: 15754
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Re: Mapeditor related

Post by Stratego (dev) »

[IMPLEMENTED]Trigger editor: select units/techs as u select in production list (icon+name)
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godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings »

Thanks :)
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Puss_in_Boots
Posts: 3211
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Mapeditor related

Post by Puss_in_Boots »

This Forum needs an @everyone just so we can get people to change their votes.
OLÉ
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godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Mapeditor related

Post by godOfKings »

considering the patrolling trigger, i actually found a way to make an enemy move to a location i want it to move, place a neutral building unit in that location (and may b use triggers to make the enemy move wen u want it to move) using this trick, i made it that in next campaign map an enemy scout will naturally move to enemy headquarters and alert them if u dont stop him in time :) (sorry it was so awesome that i couldnt keep it secret :D even though players are supposed to find out after getting discovered and restarting the map a few times :twisted: )
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
alkabart
Posts: 3
Joined: Sat Mar 09, 2024 10:18 pm

Renaming unit not on turn zero start mapeditor related

Post by alkabart »

I looked in the game for a trigger that would allow me to rename a unit that enters the game after the start. For example, renaming a space marine unit created on turn 3 to "CAPT Ahab", if there is a way already to rename a late entering unit, I am sorry I didn't find it, and I would like to know how. Thank you. AOG
Stratego (dev)
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Re: Mapeditor related

Post by Stratego (dev) »

how is that entering late? spawned by triggers? if so you can place it on game start and just move to that location instead of spawning.
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makazuwr32
Posts: 7835
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Mapeditor related

Post by makazuwr32 »

Trained at turn 23 in factory.
makazuwr32 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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Stratego (dev)
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Re: Mapeditor related

Post by Stratego (dev) »

makazuwr32 wrote: Sat May 11, 2024 8:02 am Trained at turn 23 in factory.
how? how would u know player will train it on 23th turn? i dont understand, i need a complete description of the case and the request/problem to be solved.
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makazuwr32
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Location: Moscow, Russia

Re: Mapeditor related

Post by makazuwr32 »

As i understand what @alkabart wants is that when you train specific unit at any time this unit must be renamed into that variant you want.

Basically auto rename when chosen unit type is trained, spawned or appear by any other mean on the map.
For example in aof it may be skeleton denezin or skeleton animal obtained from raise dead.
makazuwr32 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™.
AoF Dev Co-Leader
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Stratego (dev)
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Re: Mapeditor related

Post by Stratego (dev) »

makazuwr32 wrote: Tue May 14, 2024 6:05 am As i understand what @alkabart wants is that when you train specific unit at any time this unit must be renamed into that variant you want.

Basically auto rename when chosen unit type is trained, spawned or appear by any other mean on the map.
For example in aof it may be skeleton denezin or skeleton animal obtained from raise dead.
i need a use--case, as i think it is not the real case.

so exactly what he want to be renamed what for what reason in this exact case (not generally) i ask as i might have idea how to do that.

let @alkabart say what he wanted
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makazuwr32
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Location: Moscow, Russia

Re: Mapeditor related

Post by makazuwr32 »

Use-case:
I was planning once campaign map and there i wanted to have for orcs renamed their generic orc and goblin units in manner i needed to.
Including those whom ai will train from tcs and from factories.

And i do not know when and/or whom ai will train.
makazuwr32 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™.
AoF Dev Co-Leader
Image
Stratego (dev)
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Posts: 15754
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Re: Mapeditor related

Post by Stratego (dev) »

makazuwr32 wrote: Wed May 15, 2024 3:52 pm Use-case:
I was planning once campaign map and there i wanted to have for orcs renamed their generic orc and goblin units in manner i needed to.
Including those whom ai will train from tcs and from factories.

And i do not know when and/or whom ai will train.
i ment literally to hear out what HE wanted to do :)
TntAttack
Posts: 336
Joined: Mon Feb 22, 2021 5:49 am

Re: Mapeditor related

Post by TntAttack »

Could there be a trigger for chat dialogue where the player can press input buttons?
The buttons can be called by other triggers.

Example:
1. Storyline
Help! My lord, we are under attack! Do we fight or run?

[Run] ----- [Fight]

Trigger create wagon
else
Trigger create Guard tower
2. Diplomacy
Player A has sent an ambassador requesting you join his Grand Alliance!

[Join]----- [Reject]

Trigger P1 team swap to 2.
else
Trigger P1 nothing.

3. Trade (In the future perhaps?)
Player B is offering Town/Unit X for Town/Unit/Team-Swap!

[Accept] ----- [Counter-Offer] ------ [Reject]

Trigger PB's unit change ownship.
else
Trigger PA's new form
-------- [Offering this unit] (Where click to signal object to swap just like map pinging)
else
Nothing

4. Ally Permissions
Player Ally requests access of way into your [C3] barracks.

[Accept] ----- [Deny]
Trigger PAlly can enter PYou's [C3] barrack.
Else
Trigger PYou's new form
Player You offers PlayerAlly access of way into [C5] guard tower.

[Accept AW] ----- [Reject AW]
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Harchie Hirondo
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Re: Mapeditor related

Post by Harchie Hirondo »

TntAttack wrote: Thu May 16, 2024 9:58 am Could there be a trigger for chat dialogue where the player can press input buttons?
The buttons can be called by other triggers.

Example:
1. Storyline
Help! My lord, we are under attack! Do we fight or run?

[Run] ----- [Fight]

Trigger create wagon
else
Trigger create Guard tower
2. Diplomacy
Player A has sent an ambassador requesting you join his Grand Alliance!

[Join]----- [Reject]

Trigger P1 team swap to 2.
else
Trigger P1 nothing.

3. Trade (In the future perhaps?)
Player B is offering Town/Unit X for Town/Unit/Team-Swap!

[Accept] ----- [Counter-Offer] ------ [Reject]

Trigger PB's unit change ownship.
else
Trigger PA's new form
-------- [Offering this unit] (Where click to signal object to swap just like map pinging)
else
Nothing

4. Ally Permissions
Player Ally requests access of way into your [C3] barracks.

[Accept] ----- [Deny]
Trigger PAlly can enter PYou's [C3] barrack.
Else
Trigger PYou's new form
Player You offers PlayerAlly access of way into [C5] guard tower.

[Accept AW] ----- [Reject AW]


This is a nice idea. I also planned to do this before. Maybe we can also have percentage-based triggers?
The war is inevitable! But what if....
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