Fort Wars Almost Lagfree

January 28th, 2007 | Posted by pftq in Blabberbox

        After a few hours work, I’ve managed to create a single trigger (opposed to the original 30) that controlled every single spawn line.   Originally, each spawnline had its own constantly looping function, and each player had his/her own set.   You’d have around 30*Players number of looping triggers every moment.

        Now I managed to combine them all, so you have only 1*Players, a maximum of 8 at any given time on an 8 player map.     This should drastically reduce the lag of any Fort Wars game.

        Hopefully I finish 3.1 soon and release. :D

Boy’s Scream Kills Hundred of Chickens…

January 25th, 2007 | Posted by pftq in Blabberbox

Article: Boy’s Screaming Kills Chickens

        That’s just one of the weirdest things I’ve read in a long time.   Apparently, a dog scared a boy, who in turn screamed and scared hundreds of chickens to death.   Sounds like something right off of Jelly Pickle.

Scatter & Copy Effects for AOM/AOE3

January 24th, 2007 | Posted by pftq in pq News

Scatter Effects  

This is perhaps one of the most complex effects I have created. The basic idea is that units in an area “scatter” or move to a random location. There are two effects. One of them, “Random in Area”, will have each unit move to their own random location, in the area you specify. The other one, “From Original Location”, will have each unit move in a random direction from their OWN location.

What am I talking about?

The units in the following picture all started out near the titan. In a single effect, “Scatter - Random in Area”, with the Edge Only enabled, the units are forced to the edge of the area’s radius - each one choosing its own spot.

Units Scattered to Edge of Area

Try doing that with any effects you have prior to this.

Explaining the Fields:
- Unit Type ID - Number that is the id of the protounit or class (AbstractInfantry, Building…) you want. IT IS RECOMMENDED YOU DEFINE THIS. Otherwise the trigger will blindly loop through every unit type in the game, not knowing what to look for specifically (even if you want ALL unit types, use the CLASS ID for “All”). DOWNLOAD THE ID VIEWER EFFECT TO FIND ANY ID YOU WANT. Not defining works but it uses a LOT of memory - if you do use it, do NOT loop without a condition.

- From… - Define a single player to scatter from or have it convert from ALL players (not including the player being converted to obviously).

- Scatter Radius: How far units will go either from - themselves, in “From Original Location” - or the Target, in “Random in Area”.

- Edges Only: This will set it to only fill the perimeter, basically forcing the unit to go exactly to the edge of the radius.

These are the trigger effects included in this set:

Scatter - Random in Area: Units around the CENTER UNIT will go to a random location within SCATTER RADIUS of the TARGET.
Scatter - From Original Location: Units around CENTER UNIT will go to a random location within SCATTER RADIUS of THEMSELVES.

Some things to keep in mind:
- The locations chosen are random - the same location may be chosen twice.
- AOM/AOT Issue: Cinematic Blocks and similar objects do not return Object Info (use object info tool in editor) and cannot be used as target or center unit. Try Invisible Target or other invisible objects that return object info.

Copy Effects

Meanwhile…. I also created this out of a request.
This effect was requested by nottud at aom.heavengames.com

The effect copies units within a set area and pastes them in another area (areas determined by center units). There are two effects, one retains the player owner of each unit, the other converts them to a player. An option is also available to retain unit positions, creating a true Copy effect.

Explaining the Fields:
- Unit Type ID - Number that is the id of the protounit or class (AbstractInfantry, Building…) you want. IT IS RECOMMENDED YOU DEFINE THIS. Otherwise the trigger will blindly loop through every unit type in the game, not knowing what to look for specifically (even if you want ALL unit types, use the CLASS ID for “All”). DOWNLOAD THE ID VIEWER EFFECT TO FIND ANY ID YOU WANT. Not defining works but it uses a LOT of memory - if you do use it, do NOT loop without a condition.

- From… - Define a single player to copy from or have it copy from ALL players

- Retain Unit Positions - Toggle this on to copy the units exactly as they are, including the locations of each unit, in relative to the center unit.

These are the trigger effects included in this set:

Army Copy Units in Area - Retains the owner of each unit, a true copy effect.
Army Copy Units in Area TO PLAYER - converts the units to the player of the army as well.

Some things to keep in mind:
- Army Deploy stops working if the deploy point is full; if this may happen, it’s a good idea to Retain Unit Positions to avoid clogging.
- AOM/AOT Issue: Cinematic Blocks and similar objects do not return Object Info (use object info tool in editor) and cannot be used as target or center unit. Try Invisible Target or other invisible objects that return object info.

NearUnit Effects

January 23rd, 2007 | Posted by pftq in pq News

        Another set of trigger effects for AOM and AOE3 designers…

         These are one of the more unique, less straight-forward trigger effects I have made. One of many things RMS have over scenarios is the randomness of each game. The below effects should add some of that missing element to scenarios and open up many more possibilities.

The basic workings involve:
- Radius: As with other effects and conditions, radius determines how far a selected location can be. Unfortunately, due to a lack of the squareroot function in XS, filling every spot within the radius actually forms a square. :P
- Edges Only: This will set it to only fill the perimeter. If every spot is filled, you will see a hollow square.

         The fact that the radius is a square should not really much a problem. The only way you can notice is if you actually fill every spot, which you probably wouldn’t be doing (in a serious use of the effect) anyways.

Screenshots of what I mean:
Perfectly Filled Squares
Perfectly Hollowed Squares
Instant Box Wall Created With Triggers

         I’ve taken the effects I found useful and also combined it with the ToUnit Effect. Perhaps it is just preference, but I see no point in using an area selection, other than being lazy. Using a unit target, you can simply place a block down to specify the area - not only that, but you can also have a moving area (moving unit). That is far more useful.

These are the trigger effects included in this set:

Army Build Building Near Unit
Army Deploy Near Unit (Heading removed for Space, let me know if this is a problem)
Army Teleport Near Unit
Invoke God Power Near Unit (Area GPs only, and with single location)
Move From Area To Near Unit
Teleport Units to Near Unit
Unit Build Building Near Unit
Unit Create Near Unit

Download NearUnit Effects Here

Some things to keep in mind:
- Army Deploy deploys next to the obstacle if an obstacle is an encountered - therefore you will not have a perfect square or line.

Fort Wars 3.1 Fixed!

January 22nd, 2007 | Posted by pftq in Blabberbox

        Tried a few more times to fix what I had already.   First game went well until 20 minute mark and it synced out.   The rest of the games synced out within 10 minutes.   I went through and redid all the changes from 3.0 onward again.   So far no problems - but that’s a serious lost of time wasted on the damn problem. :(

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