Scenario designing resources

 [XceL]Donnie


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Edited 18 January 2012 - 6:59 am by [XceL]Donnie
These are a few things you can use to help you create better scenarios.

1) Age of kings heaven forums.
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Ask any question you need help with. Search old, or already asked questions, and display your work for feedback.


2) Age of kings trigger studio.
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Lets you copy triggers, place units on top of each other, place ships on land, land units on water, write negative signs into trigger effects without it disappearing, garrison a unit inside a unit, or itself! Plus there's a lot more you can do with it.

3) Age of kings trigger script editor.
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This is a console program ( utility ) designed to supplement Aok Trigger Studio by reading and writing triggers to a text file. This will make it a lot easier to copy and modify lots of triggers. Reads and writes triggers to an XML file. This file format is simple to understand and powerful to use.

4) Age of kings heaven blacksmith
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Search for already made AI Files, Utilities, Mod Packs, Cinematic Scenarios, Campaigns, Single Player Scenarios, Single Player Projects, Random Maps, Multiplayer Scenarios, and Recorded Games.

5) List of maps
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I found this list of old scenarios. I thought someone might want a few of these old maps.

6) LuaTrig: Script Triggers - the classy way
A program which can open a scenario and save its triggers into Lua script or it can take a Lua script and save it as a scenario.
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 adelso


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Posted 28 August 2010 - 11:26 pm
what game
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 [XceL]Donnie


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Posted 6 September 2010 - 3:47 am
Community Forums > Games > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design
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 Is_this_my_name


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Posted 8 January 2012 - 2:52 am
there should be a link to where to upload maps here also
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 BF_Basse


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Posted 8 January 2012 - 12:02 pm
There is one:
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 MeTrOiD_WeaPoN


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Posted 12 January 2012 - 3:00 am
That script editor helped me for the kills triggers since I had effects for more than just one player but it seemed to stop working after awhile and I keep getting an error.

AOKTS ftw though. I just completed 731 triggers in 2 days. Now I just copy the triggers if it has effects for more than one player and deal with it np.
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 BF_Basse


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Posted 12 January 2012 - 5:23 pm
I made 5000 triggers in one day with the duplicate for all players and some minor tweaking in game for Kings Blood with AoKTS :D
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 MeTrOiD_WeaPoN


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Edited 12 January 2012 - 7:42 pm by MeTrOiD_WeaPoN
You're crazy lol. Crazy good. You randomly want to make the RCB map I'm making delete proof? Your reward?! Your name on the scenario! Inconceivable I know.
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 BF_Basse


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Posted 12 January 2012 - 8:30 pm
Delete proof? I think I can help you with that, since I almost found a system for kings blood, I might still have the .txt file with the triggers in. Been like half a year since I made any blood-related map though :p
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 MeTrOiD_WeaPoN


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Edited 14 January 2012 - 12:17 am by MeTrOiD_WeaPoN
There's already a system in place in RCB. I just have to have to copy the triggers with AOK TS, reselect the towers, and some other stuff involving a horse, flags, donating razes to gaia. lol. idk I really haven't looked to see how they're programed yet.

Yeah lol. I have no idea how these triggers are programmed.
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 BF_Basse


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Posted 14 January 2012 - 12:24 am
I had a system that detected not yet created buildings too, like the castles in RCB. Apparently the .txt file has been lost :(
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 Rambit


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Posted 15 January 2012 - 9:04 pm
Impeached's luatrig should replace trigger script editor.
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 BF_Basse


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Posted 15 January 2012 - 10:15 pm
Not replaced, rather added as an optional text editor :)
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 Is_this_my_name


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Posted 16 January 2012 - 5:49 am
Quote:
Yeah lol. I have no idea how these triggers are programmed.
I think anti-delete triggers are bassically;
if a player gets a raze, put an object (horse in that case) in an area temporarily.
if a building is destroyed and that object isnt in that area, the owner of the building must have deleted.
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 MeTrOiD_WeaPoN


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Posted 16 January 2012 - 5:59 am
Yeah I got that part the the horse is used for it. Idk lol I just looked again quick and they make complete sense. I guess I was more confused about why they were done in such a random order but they should be no problem now. Just two sets of triggers for each tower: one boots if there isn't a horse and deactivates other there is a horse trigger, which deactivates the boot trigger if there is one. Hopefully that's all there is too it.


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