February 3rd, 2007
Posted by pftq

Site Visitor Counter/Tracker Released

        The counter and tracker I wrote for my site is extremely powerful and has been requested a number of times by seemingly random people.   I’ve packaged it up and rewrote the code a bit to make it even easier to use.

        This was one of my first fully function mySQL and PHP based scripts, although it is not the first I released. I used it on my own site for many months before considering a release version. I’ve always hated how static and unchangable things were when I downloaded scripts. Every aspect of the counter I ever needed changing, I made it changable in the settings file. I hope it will be one of the most customizable and easy-to-use scripts you will have.

         The installation is very simple (only 3 steps). The script does all the work.

         Once installed, the counter consists of a huge array of features. These are but a few of what is possible:

  • Counting Visitors From the Whole Site (not just one page)
  • Counting a Visitor only once every customizable duration
  • Visits have customizable durations
  • Visitor Tracker tells where visitors are, what time, their referer, their entry page…
  • Ignore or block IPs (bots, spiders..)
  • Current Number of Visitors Online
  • Record highest counts of visitors online, visits per day, month etc
  • List every visit made in the past day
  • Filter Visitor lists by any field and show only active or human visitors
  • Conditions to detect new visitor/visits for customizing your pages
  • AND MORE! (!!!)
      See it in action at pq Visitor Counter and Tracker!
81 unique view(s)
January 24th, 2007
Posted by pftq

Scatter & Copy Effects for AOM/AOE3

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.

191 unique view(s)
January 23rd, 2007
Posted by pftq

NearUnit Effects

        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.

89 unique view(s)
January 21st, 2007
Posted by pftq

QV Compare Group Set

        These conditions and effects for Age of Empires III and Age of Mythology allow you to select the highest or lowest QV from a group.

Quote:

These effects and conditions allows you to compare an unlimited number of QVs.   The condition compares a single QV against any number of other QVs and the effect gives you the highest or lowest value QV out of a group (again of any number of QVs).

QV Compare Group Condition: Measure unlimited QVs by inserting more conditions without enabling the reset box (make sure to check the same QV in “QV to Check”).   Enable RESET to start a new check.   Note that there may be multiple QVs with highest value.

QV Save Highest or Lowest: The NAME of the QV with the highest or lowest value is saved to QVerHighLow (in same trigger only). Enter “+QVerHighLow+” in place of the QV name when you want to get the name of the QV with that value. Be sure to have the “QV Start Highest or Lowest” ONCE in the trigger BEFORE using this any number of times. Measure unlimited QVs in the same trigger by inserting more conditions without enabling the reset box (make sure to check the same QV in “QV to Check”).   Enable RESET to start a new check.   Note that there may be multiple QVs with highest or lowest value, in which the last QV will be used.

Example Trigger to get the Highest QV of a Group:
Effect: QV Start Highest or Lowest
Effect: QV Save Highest or Lowest
- QV1, QV2, QV3 <-- Find highest of these three
- Reset, On
- Checked Var is, >
Effect: QV Save Highest or Lowest
- QV4, QV5, QV6 <-- Also see if any of these are higher
- Reset, OFF <-- Otherwise it doesn"t remember the last 3 QVs
- Checked Var is, >
Effect: Send Chat
- Player 1 says (with decimal): The Highest QV is “+QVerHighLow+” with a value of “+trQuestVarGet(”"+QVerHighLow+”")+”!
- Player 1 says (no decimal): The Highest QV is “+QVerHighLow+” with a value of “+(1*trQuestVarGet(”"+QVerHighLow+”"))+”!

Results:
- If QV1 is highest (value of 99), it will say: The Highest QV is QV1 with a value of 99.000000! (or 99 if no decimal)

Download QV Compare Group Set

112 unique view(s)
January 20th, 2007
Posted by pftq

AOM Guides Library, ID Viewer

Two new things to check out!

After being under the veil for over a week, the AOM Guides Library has been opened to the public. :p Actually it’s been done since the first day working on it, but Paperfriend and I had some problems obtaining permission to host peoples’ guides. For now, we’re just posting summaries and linking to the full guide instead (unless we have the author’s permission, in which we snag every word off the original text and take it for our own mwahaha!).

Anyways here’s a quote from Paperfriend’s official announcement:

The library of guides
on pftq.com

Dear fellow forummers, recently, I have made a list of guides. Nearly 100 guides easily accesable.

However, this can be made even easier: pftq is giving part of his site available to host these guides. It comes with a search function, that can sort by game, title, author, discovery date, keywords, and more.

And you can help:
There are easily over a 150 guides to add to the library, next to things like styling, and we can’t do that by ourselves: That is why we are asking you to help.
If you want to help, please make a post saying so, and we hope to give you acces as soon as possible.

What more can you do:
If you have written any guide at all, please give us permission to host it. You will be given full credit, and your whole guide can be searched for keywords. Which is easier for people needing a guide.

So please, help us to help others,
Paperfriend and pftq.

The library is located here, at https://www.pftq.com/aomguides.

NEXT…

 

The recent trigger effect/conditions I’ve released all require an ID number to specify the unit class/type you wish to use. Unfortunately, there really isn’t such a list around.

Fortunately for you - I’ve created another effect, this time, a search engine that finds the ID of any unit type/class you want!

ID Viewer Effect

 

112 unique view(s)