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Topic Subject: HappyHippyHarry's Trigger centre
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posted 08-19-08 04:36 AM EDT (US)   
Do you really need to know a trigger that isn't listed in "scenario editor techniques"? or you simply can't be bothered to create your own thread? You've come to the right place. Ask me a question about triggers and I'll try my hardest to answer it for you. I will edit this post and enter the questions and answers.

Eg.

HappyHippyHarry asked: How do I respawn units?

1) make an object for p1. eg. Bob
2) make an effect creating Bob.
3) in "Triggers" under "condition" find "Bob exists"
4) Tick the box saying "If not"
5) Add the effect in and make it looping

* Note - To prevent glitching of the triggers make the condition p1 loss = 1 to p1 loss >=1. Also unless you are making each player have only 1 unit than make
p1's loss - 1 instead of making it 0.

---------------------------------------------------

HappyHippyHarry asked: How can I make it so that you can buy and sell unit attributes or resources?

Buying:
1) make an area.
2) make an object that p1 is in the area.
3) make any class attribute improvement you want.
4) make an effect that p1 gold - 10
5) make a condition that p1 gold = 10
6) make a trigger that if ( p1 object )
exists, then ( p1 gold - 10 and ) and
( p1 class attribute + X ) make it looping and true for N seconds.
Selling:
1) make an area.
2) make an object that p1 is in the area.
3) make any clas attribute you want to take away from you want.
4) make an effect making p1 gold + 10
5) make a trigger that if ( p1 object exists ) then ( p1 gold + 10 ) and ( p1 class attribute - X ) make it looping and true for N seconds.

-----------------------------------------------------

Mike Bul asked: I wanna when an object reaches an area Object to do something. How can i do it?

1.In "areas" Create the area you wish for the person to reach. Eg. Town Square.
2. Go into "objects" and select the desired object(s). Check the box that says "in area" and choose "town square" from the drop down menu. Call the object "Bob in town square"
3. Create your effect that you wish to happen
4 In "trigerrs" select "condition" and choose "Bob in town square exists"
5 Then add in your effect(s).

------------------------------------------------------

EmpireMaster asked: How do I get repeating waves of units every 10 mins?

1.) make an object that defines the group of unit you want to have (object definition + area where you want to spawn)
= 'unit1

2.) make an effect that spawns the unit group
= 'create unit'

3.) make an effect that sends the groups from the area where they spawn to the area they shall attack (or the object)
= 'task area' or 'task object'

4.) create the trigger saying:

IF 'always true'
THEN 'create unit1' and 'task object'
looping: yes
condition true for: 600 seconds

----------------------------------------------

GRIMES asked: I guess this is a noob question, but how can I set it if specific units die (2 in my case) player wins?

This is very simple.
1- Make an object that holds both the units you want to die in order to win. "Object1"(Select on map will do)
2- Make an effect: Player>Victory >Player1 = "effect1"
3- Make a trigger with the following specifications:
IF [x]NOT "Object1 exists"
THEN "effect1"

looping?: NO
conditions true for: NOT TICKED

-----------------------------------------------

GRIMES asked: I want to when i find two cargo trucks I receive ownership. How do i do it?

1- Make an object: eg. like Bob
2- Make an object: select objects on map - select your two cargo trucks(if they are in different locations, you need to make 2 objects) tick the LOS box and select "bob" from the dropdown list
3- make an effect "change owner"
4- make the trigger:
IF "Bob"
THEN "change owner"

--------------------------------------------------

Vincentk83 asked:

1: when scenario starts I want to put some text on the left and screen is dark.
2: I want to put the camera in a precise place after this dark screen.
3: when a specific unit gets killed i want to get some new units on the map (actually some tanks and artillery on a transport ship)
4: I want to rename heroes


(Answers by shieldwolf23)
On 1:

a. “Object” > Select on map any object. Label this STARTER.
b. “Effect” > “Player” > “Visibility-Off”. This is to ensure your map really starts in black. Label this BLACK.
c. “Effect” > “Media” > “Send Chat Message”. Put your message here. Adjust number to desired length of time the message will appear onscreen. Label this MESSAGE.
d.“Trigger” > “Condition”. Place STARTER as condition. No Check.
e. “Trigger” > “Effect”> “BLACK” > “1” > “MESSAGE”. Delays are used to ensure sequence of effects being fired.
f. TRIGGER is ON.


On 2: What do you want to achieve here, Vince? A mere camera positioning, or a prelude to a dialogue or emphasis on a unit character? Please elaborate here.

On 3: If you want tanks and artillery on a transport ship, just create these units using another player and this is a ONE TIME trigger, then:
a. “Object” > Select the transport ship. Be sure the tanks and artillery are inside it. Label it TRANSPORT.
b. “Object” > Select on map. This is the Specific Unit to be killed. Label this SPEC.
c. “Effect” > “Object” > “Task-Area”. Select TRANSPORT and “Offmap”. This will make the transport unit NOT available until the specific unit is killed. Label this OFFMAP TRANSPORT.
d. “Effect” > “Object” > “Task-Area”. Select TRANSPORT and “Previous Location”. This will make the transport unit available after the specific unit is killed. Label this ONMAP TRANSPORT.
e. “Effect” > “Object” > “Owner”. Select TRANPORT and “Player 1”. I assume that after killing the specific unit, the player will get the transport, not the computer. Label this P1 TRANSPORT.

Trigger 1: To make the transport not available:
a. “Trigger” > “Condition” > “TRANSPORT”
b. “Trigger” > “Effect” > “OFFMAP TRANSPORT”

Trigger 2: To have the transport after specific unit is killed:
a. “Trigger” > “Condition” > “SPEC”. Checked.
b. “Trigger” > “Effect” > “ONMAP TRANSPORT” > “1” > “P1 TRANSPORT”.

Both Triggers are ON.

On 4: Be sure that the units you want to rename belong to the applicable player before you rename it.
a. “Object” > Select the unit. Label it UNIT.
b. “Effect” > “Object” > “Class Name”. Rename your unit here. Add space before the name if you want the name to be seen even by a mere pass of the mouse pointer. Label it RENAME.
c. “Trigger” > “Condition” > “UNIT”
d. “Trigger” > “Effect” > “RENAME”
e. Trigger is ON.






Get asking!

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!

[This message has been edited by HappyHippyHarry (edited 02-15-2009 @ 04:32 AM).]

Replies:
posted 08-19-08 07:03 AM EDT (US)     1 / 305  
Good! I wanted to create such a thread, but I have been too lazy.
From now, please post all questions about triggers in here!

Stickied
posted 08-19-08 07:38 AM EDT (US)     2 / 305  
Awesome! I have my own sticky!

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!
posted 08-19-08 08:01 AM EDT (US)     3 / 305  
Yeah I know it's great isn't it?

I like your name by the way!

"Banned is a beautiful, beautiful man. Visit BfME2H, EEH, or DoFH if you want to see more of this wonder." - Blatant
"I'VE ABANDONED MY CHILD" - Ashrzr defending himself from paedophile charges.

Scenario designer for Empire Earth and Empire Creations
1st July 1916, The Somme (4.6), The Long Road to France (4.8) and A Place Called Waterloo (4.8)
President of EEH, alongside Ashrzr (FILM DUDE!)
posted 08-19-08 08:04 AM EDT (US)     4 / 305  
thanks By the way Soty if you feel i'm not doing a good job please feel free to take over

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!

[This message has been edited by HappyHippyHarry (edited 08-19-2008 @ 08:15 AM).]

posted 08-19-08 10:33 AM EDT (US)     5 / 305  
Good idea . Maybe you should put all the trigger systems in the first post like in the scenario techniques thread. I have two trigger systems I want to put in. A respawning unit triger, and a buying/selling attribute trigger.

RESPAWNING TRIGGER.

1) make an object for p1.

2) make an effect creating that object.

5) make an effect making p1's loss = 0

4) make a conditon that p1's loss = 1

5) make a trigger that if ( p1's loss = 1)exists, then
( p1's loss = 0 ) and ( create p1 ) make it looping.

* Note - To prevent glitching of the triggers make the condition p1 loss = 1 to p1 loss >=1. Also unless you are making each player have only 1 unit than make
p1's loss - 1 instead of making it 0.

BUYING/SELLING ATTRIBUTE TRIGGERS


Buying trigger.

1) make an area.

2) make an object that p1 is in the area.

3) make any class attribute improvement you want.

4) make an effect that p1 gold - 10

5) make a condition that p1 gold = 10

6) make a trigger that if ( p1 object )
exists, then ( p1 gold - 10 and ) and
( p1 class attribute + X ) make it looping and true for N seconds.

Selling trigger.

1) make an area.

2) make an object that p1 is in the area.

3) make any clas attribute you want to take away from you want.

4) make an effect making p1 gold + 10

5) make a trigger that if ( p1 object exists ) then ( p1 gold + 10 ) and ( p1 class attribute - X ) make it looping and true for N seconds.

Though noone asked i felt like putting some trigger systems that I felt that needed to be known by people.

[This message has been edited by Stealthed (edited 08-19-2008 @ 10:36 AM).]

posted 08-19-08 10:56 AM EDT (US)     6 / 305  
I will do this time but no more please.

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!
posted 08-19-08 11:03 AM EDT (US)     7 / 305  
Im glad to do the first question here :P

I wanna when an object reaches an area one another (Or same) Object to do something. How can i do it?

Thx Mike (Why do i always say that? :P)
posted 08-21-08 11:27 PM EDT (US)     8 / 305  
"1) make an object for p1.
2) make an effect creating that object.
5) make an effect making p1's loss = 0
4) make a conditon that p1's loss = 1
5) make a trigger that if ( p1's loss = 1)exists, then
( p1's loss = 0 ) and ( create p1 ) make it looping."

What? What is all this about "p1's loss"? Is that a variable or something? I'm glad somebody has taken on the responsibility of helping people with trigger problems, but you really should be a little more clear in your responses.
posted 08-22-08 03:35 AM EDT (US)     9 / 305  
it means p1's units lost. I have changed that now

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!

[This message has been edited by HappyHippyHarry (edited 08-22-2008 @ 03:38 AM).]

posted 08-22-08 03:43 PM EDT (US)     10 / 305  
Ah, that's much better, don't forget to remove the note
posted 08-26-08 03:26 AM EDT (US)     11 / 305  
Hey how do you get repeating waves of computer units every 10 mins?

Who Dares Wins - SAS Motto.
My LOTR Saga Thread(Currently In Production)
My Scens: The SASo0-0o Hold The City
posted 08-26-08 11:25 AM EDT (US)     12 / 305  
1.) make an object that defines the group of unit you want to have (object definition + area where you want to spawn)
= 'unit1

2.) make an effect that spawns the unit group
= 'create unit'

3.) make an effect that sends the groups from the area where they spawn to the area they shall attack (or the object)
= 'task area' or 'task object'

4.) create the trigger saying:
________________________________________
IF 'always true'
THEN 'create unit1' and 'task object'
looping: yes
condition true for: 600 seconds
________________________________________
posted 08-26-08 03:24 PM EDT (US)     13 / 305  
Thanks, I'll give you some credit when my scen comes put which should be out in a least two days.

Who Dares Wins - SAS Motto.
My LOTR Saga Thread(Currently In Production)
My Scens: The SASo0-0o Hold The City
posted 08-30-08 04:15 AM EDT (US)     14 / 305  
Sorry if this is not about triggers, i dont know where to post it, but really, how can i make a building (or unit) available in Ex. epoch 3 to ba available and in epoch Ex. 1?


Thanks and plz ignore me if it is not a trigger theme...
posted 08-30-08 07:18 AM EDT (US)     15 / 305  
I do not think that is possible, unless you do something like create a zeus, freeze it, and then whenever you click on it you get one of your own.

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!
posted 08-30-08 04:57 PM EDT (US)     16 / 305  
I know about units but it doesn't work at sart of scen you have to do it during gameplay.
Just remove unit upgrades on tech tree start scen and use cheats to go up to the age you want or triggers.

Eg, I want a maceman in the bronze age i remove the the "upgrade to shortsword" and start the game using "brainstorm" which does everything automatically or a trigger(sorry i cant recall how you do it i just know) and voila in the shortswords place is a maceman.

Doesn't work downwards, you'd have to do something like:
Eg. Guardian in Modern Epoch
Create Area-Call it "spawn point"
Object specification- Guardian* and tick Area and scroll to "spawn point"
Create Object Guardian- in Effects
create chat condition-"G"
and your trigger would be

If condition "G" exists then create guardian.
it would be created in the area you selected, loop it if you wish, there is also a section about buying already.

or...

1) make an area.
2) Freeze a unit1 near the area
3) make obj. spec. of the unit that same unit(unit2) tick area and put area0
4) if unit1 is select by p1(object menues in tab object)
5) create unit 2 in area

Who Dares Wins - SAS Motto.
My LOTR Saga Thread(Currently In Production)
My Scens: The SASo0-0o Hold The City
posted 08-30-08 05:20 PM EDT (US)     17 / 305  
simply make a trigger that gives you the techonlogy you want.
Effect:
Player>modify techtree> either you add or remove.
like the imperial cuirassiers in the german campaign

[This message has been edited by Soty (edited 05-10-2013 @ 02:45 PM).]

posted 08-31-08 02:23 AM EDT (US)     18 / 305  
lol my huge post then Spty exolains it in a few words

Who Dares Wins - SAS Motto.
My LOTR Saga Thread(Currently In Production)
My Scens: The SASo0-0o Hold The City
posted 08-31-08 05:56 PM EDT (US)     19 / 305  
I've been trying to figure out how to make a trigger for a while but I need some help.

I understand how to create an object in an area and how to get something to fire if not something that already existing exists. But Im trying to create wave after wave of created troops such as if not the first wave exists then create second wave and if not second wave exists then create third wave. How would I do this.
posted 09-01-08 07:27 AM EDT (US)     20 / 305  
That question has already been answered. Look at the top ^ :P

go to http://www.youtube.com/happyhippyharryfor the most retarded thing you ever seen!
posted 09-10-08 07:51 PM EDT (US)     21 / 305  
I'm not sure if this trigger is actually possible but:
I make object 1 called "wizard" and it can be represented with any type of that unit. (if it was a longsword it would mean any longsword)
I make object 2 as any class (any unit).
Is it possible to make it that when any wizard attacks any object, that object would be hit buy a lightning graphic effect?
posted 09-11-08 11:32 AM EDT (US)     22 / 305  
Only if there is no other "wizard" player unit attacking the same unit or near the same unit being attacked(triggers cannot differentiate what units is being attack by any other unit).

.....................................
...............(\ /)................
..............(^.^)...............
.............<( < )...............
...............(/ (/................
...All American Bunny.....
posted 09-11-08 08:22 PM EDT (US)     23 / 305  
I guess this is a noob question, but how can I set it if specific units die (2 in my case) player wins.
posted 09-11-08 08:38 PM EDT (US)     24 / 305  
This is very simple.
1- Make an object that holds both the units you want to die in order to win. "Object1"(Select on map will do)
2- Make an effect: Player>Victory >Player1 = "effect1"
3- Make a trigger with the following specifications:
IF [x]NOT "Object1 exists"
THEN "effect1"

looping?: NO
conditions true for: NOT TICKED
posted 09-12-08 09:50 PM EDT (US)     25 / 305  
Thank you, that helps A LOT!!

And, this ones pretty important too:

How do I make it so when I discover a specific enemy unit (2 cargo trucks) I receive ownership.
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