Boost
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Post by Boost on Aug 10, 2013 18:16:46 GMT
Here I should constantly update this topic with new questions in order to keep in organized all in one topic, unlike by EE Heaven. I have the following trigger questions at the moment:
Is it possible to make a trigger fire faster than in one second intervals? For example I have a looping trigger that brings a Tank's HP up to 100% when it has 100% or less health. I plan on doing this for when it gets attacked by bullets, spears, swords, etc. But the problem is that the looping part is only once a second. Sure, even with 300 Machine Gunners hammering down on the Tank it stays in tact, but it drops down from 600 HP to less than 250 HP before the trigger heals the Tank. The problem is, with enough units firing at the Tank, the trigger will NOT be able to realistically keep the Tank alive! I know how the game is programmed that no matter what, each unit does at least 1 HP damage, but still. Is there maybe a trick to avoid this, disable it via triggers, or something like that? It would only make sense for a Machine Gunner to be useless against a Tank I say...
I am having trouble getting a trigger to work that makes citizens go to hospitals built by the player, or allied hospitals, whichever is closest. The thing is, I would like it so that only citizens that are building, gathering resources, etc. would automatically go there. Some players like to use citizens to defend against enemy attacks and that wouldn't be good to make them just randomly run off then... I was thinking if a citizen has 20% or less health they would go to a hospital as stated. I have tried this myself, but the citizens like to literally "randomly" decide if they wanna walz over to a hospital or just die haha.
Now about a trigger I am pretty sure all of us would only benefit from. I don't think this is possible, but could one make it so that if a player has ONLY walls left and nothing else, no buildings, ships, infantry, nothing at all, that it would be an automatic lose for him? I mean, having to search Gigantic Plains maps for one little segment of walls is annoying since NO unit auto attacks them...
I am currently working on a trigger to "realistify" certain units. Units that alternate attacks (Centurion Tank, Battleship - Bismarck, Flak Halftrack, Cruiser - Dardo, Cruiser - Gunboat, etc.) I was wondering, I DID get it so that one trigger maxes out the reload speed, and another trigger to return it to normal (as I am trying to make it so that for example the Centurion Tank attack with both barrels at once and then waits a few seconds and does so again), but I need to make this trigger more precise you see? I need it to detect when the unit is attacking something, and THEN ONLY does the trigger tricks as stated earlier. So, simplified, when the Centurion Tank attacks something, it should have it's reload speed fast enough to use both barrels at once, then after having fired both, it should wait, for example, 3 seconds, then fire both again, and that's how it should always go on and on. Uhh, I hope I explained this good enough as this is crucial for the realism mod.
Also, I was wondering. Why do people always complain if you steal their stuff, like triggers or mods, but you credit them for it and say exactly that you take 0% credit for it? I mean, I don't see the reason for one to complain about it then... I for one could care less if somebody stole my mods as long as I get 100% credit for it... Any opinions? I will admit, I have stolen some triggers here and there back in 2011 hehehe.
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Shieldwolf
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Post by Shieldwolf on Aug 13, 2013 11:42:25 GMT
Basically, we owe those pioneering guys in the old days of EE, so any one complaining that they don't want people to "steal" their triggers should not have released those triggers in the first place. Everyone of us here is not being paid, so we made scenarios/ packs etc. and release them to the general public precisely because we love EE and want those scenarios etc. to be part of the community, for them to enjoy. For me, having other guys "steal" my triggers would be an honor, not a thing to be mad at. (So if ever you have "stolen" some triggers from me, go ahead, keep on "stealing" I don't mind it a bit! Hahaha) - As to trigger firing in one second intervals, well, the only thing I can think of is to have those triggers constantly looping, without delay. - You need to set those Citizens (as Family, not Unit) 1 to 999999, with HP say 1 to 50%, task move to P1 Hospital 1 to 99999. This is one trigger. Make another trigger with same conditions, but this time, task move it to P2 Hospital 1 to 99999 (allied). Now, the downside of this is that it will fire, and the citizens will go to ALL hospitals, so that if P1 have 5 hospitals scattered on the map, the Citizens would scatter too to the directions of those 5 hospitals. - Err.. If you're playing Random Maps, AI walls doesn't matter, once the AI loses buildings, units and such, it will be defeated, right? If you are making a template for scenarios and such, then, the only thing you do is to have Condition: p2 Buildings 1 to 999999 NOT existing, Kill p2 Wall Type 1 to 99999 (1 trigger). 2nd Trigger would be if P2 Any Units 1 to 999999 NOT existing, Defeat p2. Hope I made sense. - If you want this to happen, you need to have the Reload Times higher in the Class Attribute. Then, in the actual trigger, you need to have say a Centurion within LOS of sentinel, reload times higher, to fire. If there is anything I can do to help you on any points above, I'll be glad to make you a sample scenario.
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Boost
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Post by Boost on Aug 13, 2013 19:23:58 GMT
Ok that's good, I always give credit either way, so it's all good, thanks for the clarification man No, that doesn't work, without delay it is still only one second intervals sadly. Hmm, I will try this out and give you the run down of how it worked, thanks man, this is a super useful trigger if it'd work! Well it likes to literally "randomly" decide it in all games. One game I win if only walls remain, another game I only win if all buildings AND ALL walls are defeated. So I will do this trigger and see what happens, it could be used as a "100% ensurance" that if only walls remain, that player gets defeated. Hmm, just for confirmation, I will test this either way, but in the meantime, is there really no trigger that specifically detects when a unit attacks anything in general, or is that what this trigger is supposed to do? Also, this same principle will work for units like Bismarck Battleships that'd have to fire 4 times at once instead of 2 right? I would just have to somehow adapt the trigger I would think? Haha normally I'd say you do a sample scenario for me right away, but that is the cheap, douchey and lazy way to do it. I will try out these triggers first, I will give myself a week time or so, if I don't have all the triggers working properly, I will hit you up
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Shieldwolf
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Sorry Tal, I have to change the Custom Title. There is only one God :P
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Post by Shieldwolf on Aug 14, 2013 11:02:33 GMT
Well, if you want "attacks anything in general", then have the object condition as Any Computer Any Unit 1 to 99999. Pretty much anything (except World).
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Boost
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Post by Boost on Sept 1, 2013 14:55:01 GMT
The trigger system you suggested me for the citizens going to hospitals still doesn't work. The citizens still "randomly" decide to go heal or just die.
The trigger for the Centurion Tank as well. It doesn't wanna stop firing like a machine gun once it starts despite triggers telling it to do so! Either that or it doesn't fire super fast at all, as if the triggers didn't even exist!
Ok, you win, I'll let you make me a sample scenario. More important is the trigger for the Centurion Tank though.
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Shieldwolf
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Sorry Tal, I have to change the Custom Title. There is only one God :P
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Post by Shieldwolf on Sept 3, 2013 4:56:19 GMT
Got it. Will make a sample scenario this evening.
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Boost
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Post by Boost on Sept 3, 2013 10:39:05 GMT
As long as you get it to me before 2014 I should be fine
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Shieldwolf
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Sorry Tal, I have to change the Custom Title. There is only one God :P
Posts: 2,436
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Post by Shieldwolf on Sept 3, 2013 18:57:19 GMT
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Boost
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Post by Boost on Sept 4, 2013 1:32:11 GMT
Oh now this scenario is super glitchy, The Centurion Tank will not fire for the first time until 14 seconds after starting the scenario, then fire like a machine gunner until 17 seconds, then stop and not fire again until 28 seconds and fire like a machine gunner until 31 seconds. The interval between attacking seems to be set to 14 seconds despite not being defined that way in the triggers. Also, the citizens trigger "make citizen sick" doesn't work at all either. entering that into the chat doesn't affect the citizens at all, HP remains at 100%.
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Shieldwolf
EC Admin
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Sorry Tal, I have to change the Custom Title. There is only one God :P
Posts: 2,436
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Post by Shieldwolf on Sept 4, 2013 6:22:15 GMT
Now, that's really messed up, since I am 100% sure it's okay. Question: You're using it on AoC?
If yes, kindly use it in vanilla, since I made it in vanilla. If you are using it in vanilla, then there's definitely something wrong with your copy of EE (with your previous reports of non-functioning triggers, etc. from previous sample scenarios).
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Boost
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Post by Boost on Sept 4, 2013 16:11:13 GMT
I tried it in both actually. Hmm, if you have a Youtube account, or maybe an account on some other site that can host videos. Maybe you could record a quick 1 or 2 min. of the triggers to show me what it should look like, seeing as it's not working by me.
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Shieldwolf
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Sorry Tal, I have to change the Custom Title. There is only one God :P
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Post by Shieldwolf on Sept 5, 2013 4:44:51 GMT
I don't have YouTube account, sadly. However, I can give you a rundown on the triggers, and let you create it for yourself. That way, you can see that nothing would be wrong with it. A cautionary thought though: You do have separate EE copies on your Hexing, and actual playing and design, right? Coz I have found the issues of my constant crashing and game mess up. I inadvertently changed some code in the Sherman that makes the game unstable after 10 minutes game-time, and only lately did I discover it. So, just to be extra sure, run the scenario triggers to a "pristine" copy of EE. And as to my Hexing update... ALMOST done man! Only remaining thing I need to change is my Digital to Nano Age, the rest I have modified for realism.
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Boost
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Post by Boost on Sept 10, 2013 18:20:42 GMT
BLEAH, just as I see your reply my game strikes. Haha got graphical glitches that refuse to get fixed. Oh boy... But I will try it one an "official" version of EE and AOC once this problem is fixed. And about having separate games for hexing and modding. No I do not. If I need an unmodded game (which has yet to be the case), I just put my modded version on my external hard drive, and reinstall the game. Don't quite know why I do it in a detour like way, but that's how I do it. Admittedly, I am too lazy for multiple copies of games haha. Your close to finishing it? LUCKY! I won't be done modding EE for YEARS to come haha!
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Shieldwolf
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Sorry Tal, I have to change the Custom Title. There is only one God :P
Posts: 2,436
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Post by Shieldwolf on Sept 11, 2013 13:18:37 GMT
Hahah.... I am sometimes impatient, and I'd rather release projects as early as I can make them. I have also started delving deeper into game design, using either Game Maker or Unity. I'm planning to make an RTS. Ambitious really! Hahaha...
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Boost
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Post by Boost on Sept 11, 2013 16:46:43 GMT
YOU! Haha well go right ahead, my big plan for cracking EE upon becoming a master programmer is history as I now have switched job wishes thanks to the computer company I currently work for. Means nothing good for EE from BOOST15673, but means a much better life for me in general (at least financially) than a master programmer could give me. I am interested in seeing what you get into though. My superior enthusiasm was off the charts back in 2011 upon releasing "BOOST15673's Custom Empire Earth Beta 1" haha, took me months to get the damn Golden Hind working. I would suggest doing big projects with your current enthusiasm. I only did little things except for in my realism mod's update 4.9 "The BIG one". Now I have various complex and or lengthy mods written down to still do but am lacking the want to do them. Ah well, maybe oughta take a break from the modding side, maybe my enthusiasm will return after many games where I am like "WTF, this isn't realistic" or "Realism? Sierra/Mad Doc don't know what they're talking about!", etc. haha
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Shieldwolf
EC Admin
Just a regular guy in love with EE
Sorry Tal, I have to change the Custom Title. There is only one God :P
Posts: 2,436
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Post by Shieldwolf on Sept 12, 2013 6:21:47 GMT
HHahah.. The initial stages of learning Hexing was a pain in the neck, but once I got it, it is quite easy, so I got tons and tons of tactical and gameplay changes implemented on my mod. I'm done with the hexing part, and would release the package within 1 to 2 weeks time. By that, I would be needing volunteers to test for gameplay and balance. I could only advise you to have multiple projects. Based on experience, most of the time if you work for projects too long, without break from it, it would become tedious and less fun. I have multiple projects ongoing, and whenever I don't feel like doing something, I could just sit back and play my own scenarios for testing, or better yet, play entirely not EE related stuff (case at point: TOTAL WAR: ROME II!
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Boost
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Post by Boost on Sept 12, 2013 18:07:12 GMT
Hmm, good idea. Normally I would do this and take breaks and what not, but I always fear "What if I forgot to write something down or take note of it? What if I stop editing for like a month or two, I will forget everything, I CAN'T STOP!" Seriously, since 2012 sometime it was all one big hexing marathon per se. I never took a break, every day hexing this, modifying that! I will try and take breaks though, I have been forced to either way due to this graphical error haha. My source of break? GTA V!
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