AoE3 :: Triggers, eyecandy, and more! -1 reply

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X_MOSS

AoM Heaven Staff

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10th May 2005

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#1 13 years ago

I didn't know if this went here, or in the designing forum, mods, feal free to move it as you wish, smilie.gifEYE CANDY FirewoodPile DuneGrass PropsColony PropsPottedPlants PropsPoles PropsNative PropTurtles PropFish PropSwan PropKingfisher PropEaglesRocks PropVulturePerching PropGrassFire PropGrassShort PropDeadTree PropsCave Skulls OpenbrushAmazon SnowyOwl CanadaGoose Eagle GooseFlock SnowDrift Hawk Vulture GroundDecalGP BuzzardFlock RuinWallSmall RuinWallMedium RuinWallLarge ShorelineFoam ShorelineRockBigNE ShorelineRockSmallNE BlackbirdFlock EaglesNest SPCFlag SPCCasualties SPCCasualtyCart SPCPopBlock SPCPathBlock1 SPCPathBlock2 SPCPathBlock3 SPCDamagedProps SPCDamagedCannons SPCMudTrail SPCRailwayProps SPCRails SPCTrainParts TrainTracks SPCPropClubman SPCPropRifleman DuckFamily Graves Duck UnderbrushTexasGrass DuckFlock Hoop StartledBirds GenericCorpse SCENARIO DESIGN OBJECTS TerrainRevealer AttackRevealer CinematicBlock CinematicRevealer CinematicRevealerToAll CinematicBlockCube TRIGGERS Conditions Always Timer Seconds: # Timer ms Milliseconds: # Distance to Unit Source Units: (select unit) Target Unit: (select unit) Operator: (<, <=, ==, =>, > ) Distance: # Units in Area Center Unit: (select unit) Player: (select player) Unit Type: (unit) Radius: # Operator: (<, <=, ==, =>, > ) Count: # Distance to Point Source Units: (select unit) Area: # Operator: (<, <=, ==, =>, > ) Distance: # Is Alive"> Source Units: (select unit) Is Dead Source Units: (select unit) Visible to Player Source Units: (select unit) Units in LOS Source Units: (select unit) Player: # Tech Available Player: 1 Tech: (select tech) Tech Researching Player: # Tech: (select tech) Tech Status Equals Player: # Tech: (select tech) Status: # Percent Complete Source Unit: (select unit) Operator: (<, <=, ==, =>, > ) Percent: # Number Of Nuggets Collected By Player: # Operator: (<, <=, ==, =>, > ) Number Of Nuggets: # Nugget Has Been Collected Nugget Object: (select nugget) Collected By Player: # *a nugget is like a relic from past games, but is called a tresure in AoE3* Percent Damaged Source Unit: (select unit) Operator: (<, <=, ==, =>, > ) Percent: # All Units Dead Player: # All Buildings Dead Player: # All Units And Buildings Dead Player: # Player Is Building Player: # Unit: (select unit from list) Operator: (<, <=, ==, =>, > ) Number: # Building Is On Cursor Building Unit: (select unit from list) Player Unit Count Player: # Unit: (select unit from list) Operator: (<, <=, ==, =>, > ) Number: # Player Resource Count Player: # Resource: (select resource) Operator: (<, <=, ==, =>, > ) Number: # Player Current (Not Total) XP Player: # Operator: (<, <=, ==, =>, > ) Number: # Player Controls Socket Player: # Socket" : (select socket from list) Player Is Visiting Home City Of Player Player: # Player Is Selecting Home City Building HC Building Name: (select HC building from list) Player Has Sent a Home City Shipment Player: # Player Sends a Home City Shipment Player: # Object Worked Object: (select object) Player Defeated Player: # Player Active Player: # Player At Pop Cap Player: # Player Population Player: # Operator: (<, <=, ==, =>, > ) Number: # Units Garrisoned Source Unit: (select unit) Operator: (<, <=, ==, =>, > ) Number: # Unit Selected Source Unit: (select unit) Unit Type Selected Unit: (select unit from list) Diplomacy Change Player: # Status: (ally, nurtal, enemy) Player: # Units Owned Player: # Source Units: (select unit) Abort Cinematic Difficulty Level Operator: (<, <=, ==, =>, > ) Level: # Gadget Visible Gadget: (select gadget from list) Army Distance to Unit Army: (select army) Target Unit: (select unit) Operator: (<, <=, ==, =>, > ) Distance: # Army Distance to Point Army: (select army) Area: # Operator: (<, <=, ==, =>, > ) Distance: # Army in LOS Army: (select army) Player: # Army Visible to Player Army: (select army) Is Alive Army: (select army) Army is Dead Army: (select army) Army Owned Player: # Army: (select army) Chat Contains Text: text From Player: # Stat Value Fake Player: # Stat Type: (select stat from list) Operator: (<, <=, ==, =>, > ) Value: # Unit Is Garrisoned In Source Unit: (select unit) Unit: (select unit from list) Player VP Count Player: # Operator: (<, <=, ==, =>, > ) Number: # Quest Var Check Var Name: (QV name) Operator: (<, <=, ==, =>, > ) Value: # Quest Var Compare Var Name 1: (QV name) Operator: (<, <=, ==, =>, > ) Var Name 2: (QV name) Is Movie Done Playing Effects SetIdleProcessing SetObscuredUnits"> Obscure Units: (true/false) Stop Current Control Actions Unit: (select unit) Set Animation" Unit: (select unit) Animation: (animation name) Animation version: # Loop: (true/false) Trigger: (trigger to play after done) No Idle Pop: (true/false) Army Set Animation Army: (select army) Animation: (animation name) Animation version: # Loop: (true/false) Trigger: (trigger to player after done) No Idle Pop: (true/false) Camera Track Name: (track name) Trigger: (trigger to fire when done) Cinematic Mode Mode: (true/false) Force Non Cinematic Models On: (true/false) Scale Formations Scale: # Fake Player : Fakify Units: (select units) Fake Player: # Fake Player : Fakify Army Army: (select army) Fake Player: # Fake Player : De-Fakify Units: (select units) Fake Player : De-Fakify Army Army: (select army) User Controls Control: (true/false) Chat Status Status: (active/inactive) Render Sky Render: (on/off) Sky Name: (sky name) Render Snow Percent: #% Render Rain Percent: #% Render Fog/Black Map Fog of War: (true/false) Black Map: (true/false) Camera Cut Set Cut; (set cut) Sound Filename Sound: (sound filename) Trigger: (trigger to fire when done) Subtitle: (text) Portrait: (portrait filename) Sound Play Paused Sound: (sound filename) Trigger: (trigger to fire when done) Subtitle: (text) Portrait: (portrait filename) Sound Timer Milliseconds: # Trigger: (select trigger from list) FadeOutMusic Fade Duration: # PlayNextMusicTrack FadeOutAllSounds Fade Duration: # BlockAllSounds Exclude Dialog: (text) UnblockAllSounds BlockAllAmbientSounds UnblockAllAmbientSounds Music Filename Music File: (select music file name) Fade Duration: # Music Play Music Stop Set Current Music Set Music Set Index: # Play Dialog"> Sound: (select sound file name) Trigger: (trigger to fire when done) Ignore Event on Abort: (true/false) Subtitle: (text) Portrait: (portrait file name)

[b]Play Dialogue Subtitle: (text) Trigger: (trigger to fire when done) Ignore Event on Abort: (true/false) Milliseconds: # Music Mood Mood ID: # Teleport Units Source Units: (select unit) Area: (select area) Move To Point Source Units: (select unit) Point: (select point) Trigger: (trigger to fire when done) Attack Move: (true/false) Run: (true/false) Run Speed: # Unit Build Building Source Units: (select unit) ProtoUnit To Build: (select unit) Build Location: (select location) Fire Event Trigger: (select trigger from list) Move to Unit Source Units: (select unit) Target Unit: (select unit) Trigger: (trigger to fire when done) Attack Move: (true/false) Run: (true/false) Run Speed: # Unit Work Source Units: (select unit) Target Unit: (select unit) Trigger: (trigger to fire when done) Show Building Damage Building: (select unit) Damage Locations: (?) Smoke Locations: (true/false) Fire Locations: (true/false) Unit Garrison Source Units: (select unit) Target Unit: (select unit) Trigger: (trigger to fire when done) Unit Immediate Garrison Source Units: (select unit) Target Unit: (select unit) Destroy Unit: (select unit) Kill Units: (select unit) Convert[/b Unit: (select unit) Player: #

[b]Disable Trigger Trigger: (select trigger from list) Activate Trigger Trigger: (select trigger from list) Objective : Discover Objective: (select objective from list) PlaySound: (true/false) Objective : Complete Objective: (select objective from list) Force Complete: (true/false) PlaySound: (true/false) Objective : Show Objective: (select objective from list) Objective : Hide Objective: (select objective from list) Unit Speaking Unit: (select unit from list) Speaking: (true/false) Duration: # Message Text: # Timeout (ms): # Set Tech Status Player: # Tech: (select tech from list) Status: (active, unactive …etc) Unit Create Player: # ProtoName: (select unit from list) Name: (text) Area: (select area) Heading: # Unit Create Multi Player: # ProtoName: (select unit from list) Area: (select area) Count: # Heading: # Unit Heading Source Units: (select unit) Heading: # AI Func Player: # FunctionName: (text) Parameter: # You Win You Lose Campaign Dialog Next Campaign: (text) Message: (text) Send Chat From Player:# Message: (text) Write To Log Message: (text) Highlight Units Units: (select unit) Seconds: # Move By Name Name: (unit name) Area: (select area) Trigger: (trigger to fire when done) Attack Move: (true/false) Run: (true/false) Run Speed: # Revealer : Set Active State Revealer Name: (revealer name) Active State: (true/false) Revealer : Create Player: # Revealer Name: (revealer name) Revealer Location: (select area) Revealer LOS: # Blackmap Only: (true/false) Change Unit Type Unit: (select unit) ProtoUnit: (select unit from list) Tribute From Player: # To Player: # Resource: (food, wood, coin) Amount: # Grant Resources Player: # Resource: (food, wood, coin) Amount: # Ungarrison Unit: (select unit) Hide Score Pause Game Pause: (true/false) Diplomacy Player: # Status: (ally, enemy, neutral) Player: # Army Deploy Army: (select army) ProtoName: (select unit from list) Location: (select area) Count: # Heading: # Clear Existing Units: (true/false) Army Teleport Army: (select army) Area: (select area) Army Move Army: (select army) Point: (select area) Trigger: (trigger to fire when done) Attack Move: (true/false) Run: (true/false) Run Speed: (true/false) Army Move to Unit Army: (select army) Target Unit: (select unit) Trigger: (trigger to fire when done) Attack Move: (true/false) Run: (true/false) Run Speed: (true/false) Army Work Army: (select army) Target Unit: (select unit) Trigger: (trigger to fire when done) Army Garrison Army: (select army) Target Unit: (select unit) Trigger: (trigger to fire when done) Army Destroy Army: (select army) Army Kill Army: (select army) Army Convert Army: (select army) Player: # Army Highlight Army: (select army) Seconds: # Army Change Type Army: (select army) ProtoUnit: (select unit from list) Army Set Stance Army: (select army) Stance: (select stance) Army Flash Army: (select army) Seconds: # Army Heading Army: (select army) Heading: # Army Build Building Army: (select army) ProtoUnit To Build: (select unit from list) Build Location: (select area) Set Lighting Set Name: (sky name) Fade In: # Counter:Add Timer Name: (text) Start: # Stop: # Message: (text) Trigger: (trigger to fire when done) Counter:Add Unit Name: (text) Player: # ProtoUnit: (select unit from list) Total: # Message: (text) Trigger: (trigger to fire when done) Counter Stop Name: (counter name) Player LOS Change Player: # Has LOS: (true) Player: # Flash UI Name: (select UI from list) Flash Limit: # Red: # Green: # Blue: # Flash UI Stop Name: (select UI from list) Flash UI Tech Tech: (select tech from list) Flash: (true/false) Flash UI Train ProtoName: (select unit from list) Flash: (true/false) Flash UI Category Category: (select category) Flash: (true/false) Flash Units Units: (select unit) Seconds: # Fade To Color Red: # Green: # Blue: # Duration(ms): # Delay(ms): # Fade: (true/false) Trigger: (trigger to fire when done) Win Message Text: (text) Sound: (select sound file name) Ignore User Controls: (true/false) Advance Campaign Advance Campaign Progress Advance Campaign Scenario Rate Construction Rate: # Rate Training Rate: # Rate Research Rate: # Rates Normal Go to Main Menu Player Set Active"> Player: #

[b]Flare Minimap Player: # Duration: # Position: (select area) Flash: (true/false) Shake Camera Duration: # Strength: # Player Reset Blackmap Player: # Reset All Blackmap Player Kill All Units Player: # Player Destroy All Units Player: # Player Kill All Buildings Player: # Player Destroy All Buildings Player: # Set Player Defeated"> Player: #

[b]Set Player Won Player: # Player Set HC Access Player: # HC Access On: (true/false) Show HC View Player: # Show World View Player: # Relic Force Source Units: (select unit) Tech: (select tech) Unforbid and Enable Unit Player: # Unit: (select unit from list) Pause on Age Up Enable: (true/false) FakeCounter Set Text Text: # FakeCounter Clear Send Spoofed Chat Fake Player: # Message: (text) Play Movie FileName: (movie filename) End Game Reveal Map Branch Scenario Text: (text) Pause In Objective Window Enable: (true/false) Unit Face Unit Source Units: (select unit) Target Unit: (target unit) Trigger: (trigger to fire when done) Camera Face Unit Target Unit: (select unit) Milliseconds: # Enable: (true/false) Trigger: # Camera Follow Unit Target Unit: (select unit) Enable: (true/false) Trigger: (trigger to fire when done) Unit Make Invulnerable Target Unit: (select unit) Enable: (true/false) Change Name Units: (select unit) Name: (text) Show Image Filename: (select image file name) Subtitle: (text) Choice Dialog Main Text: (text) Choice 1: (text) Trigger 1: (trigger to fire) Choice 2: (text) Trigger 2" : (trigger to fire) Modify Protounit ProtoUnit: (select unit from list) Player: # Field: (select field) Delta: # Forbid and Disable Unit Player: # Unit: (select unit from list) Send Chat To Player From Player: # To Player: # Message": (text) Send Spoofed Chat To Player Fake Player: # To Player: # Message: # Clear Chat History Echo Stat Value Fake Player: # Stat Type: (select stat) Damage Unit Percent Units: (selet unit) DamagePercent: # Damage Unit Units: (select unit) DamageAmt: # Damage Units in Area Center Unit: (select unit) Player: # Unit Type: (type unit) Radius: # Damage: # Move From Area Center Unit: (select unit) Type: (type unit) Player: # Radius: # Area: (select area) Attack Move: (true/false) Overlay Text Text: (text) Fade Duration: # PosX: # PosY: # Width: # Quest Var Set Var Name: (QV) Value: # Quest Var Copy Var Name: (QV) From Var: (QV) Quest Var Modify Var Name: (QV) Operator: (+, -, /, *) Value: # Quest Var Modify 2 Var Name: (QV) Operator: (+, -, /, *) Var Name 2: (QV) Quest Var Randomize Var Name: (QV) Min Value: # Max Value: # Rounding: (true/false) Quest Var Echo Var Name: (QV) Grant VP Player: # Number to Grant: # Enable Annual VP Awards Annual Awards: (true/false) Create Treaty Player 1: # Player 2: # Duration: # In Years?: (true/false) Use Default Cost?: (true/false) Cost in Food: # Cost in Wood: # Cost in Coin: # AI Create Defend Plan Army: (army name) Plan Name: (select plan) Area: (select area) Engage Range: # AI Create Attack Plan Army: (select army) Plan Name: (select plan) AttackPlayer: # Area: (select area) Engage Range: # AI Kill Plan Player: # Plan Name: (select plan) AI Add Army To Plan Army": (select army) Plan Name: (select plan) AI Defend Unit List Army: (select army) Defended Army: (select army) Plan Name" : (select plan) Frequency: # AI Attack Unit List Army: (select army) Army To Attack: (select army) Plan Name: (select plan) AIComms AttackUnits Player: # Army To Attack: (select army) AIComms DefendPoint Player: # Area: (select area) AIComms Request Tribute From Player: # Resource: (food, wood, coin) Amount: # AIComms Cancel Order Send To Player: # AIComms Claim TradePost Send To Player: # Area: (select area) AIComms Train UnitType Send To Player: # Unit Type: (select unit from list) Player : SetAge Player: # Age: # Display Effect: (true/false) Player : Toggle TC Spawning Player: # Allow TC Spawning: (true/false) Player : Toggle CW Spawning Player: # Allow TC Spawning: (true/false) Trade Route Set Position Trade Route: # Normalized Distance From Start: # Trade Route Toggle State Trade Route: # Show Unit: (true/false) Trade Route Set Level Trade Route: # Level: # Shadow Set Far Clipping Plane Enable: (true/false) Distance Away From Camera: # Show SPC Note Title: (text) Text: (text) Also keep in mind that all of reyks conditions and effects will also work for AoE3! Well, thats all for now, enjoy! ~X_MOSS




-Ghost-

Phantom of the Forums

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19th August 2003

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#2 13 years ago

I'll just move this over to Modding and Editing. ;) Nice info




X_MOSS

AoM Heaven Staff

50 XP

10th May 2005

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29 Posts

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#3 13 years ago

hmm, no heart for scenario design here, thats to bad.




t0m

.!?

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30th January 2004

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#4 13 years ago

This site is beyond hope, I'm afraid.




-Ghost-

Phantom of the Forums

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19th August 2003

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19,146 Posts

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#5 13 years ago
X_MOSShmm, no heart for scenario design here, thats to bad.

It's just pretty early in the community, the game isn't out yet, and we're still building a "fan-base" here. Don't be disheartened! :p