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Downloads Home » Utilities » Triggers Vs AI

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Triggers Vs AI

Author File Description
Darkeagle
File Details
Version: Age of Kings
This will show you how to make a conversation by using taunts. It is done by using triggers and AI script. The triggers will send signals to the AI and the other way around. This is needed because triggers can't detect taunts, but AI scripts can.
SETUP:
extract the files triggers.ai and triggers.per to the AI folder in the main folder of the game and the file Triggers_Vs_AI.scn in the scenario folder of the main folder of the game.
IN THE SCEN:
There will be a king who will ask you 2 questions. At the first question, you can answer with taunt 1,2 and 8. At the 2nd question, you can answer with taunt 1 and 2.
It will work best on fast speed, but it probably also works on slow or normal. I didn't test it for the conquerors and I don't think it will work.
Take a look at the triggers and the AI if you wanna learn how to do this. (The AI contains help).
Please tell me what you think about it and report any bugs.
Visit my site at http://fly.to/gamingsite
e-mail me at god_indehemel@hotmail.com
ICQ me at 47499389 (darkeagle)
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Ingo van Thiel
Rating
5.0
Breakdown
Usefulness/Novelty5.0
Quality/Instructions5.0
Triggers vs. Ai is a very helpful utility that adds an interesting new aspect to scenario design. It enables designers to make conversations with taunts, especially the "yes" and "no" taunt.

USEFULNESS: Very useful for any designer who wants to bring something out of the ordinary into his scenarios. It enables players to make yes-or-no choices, and therefore it can give them a feeling they are really part of the scenario, making decisions and facing the consequences. The scenario provides a sample mini-story with five different outcomes.

CREATIVITY/NOVELTY VALUE: This utility was ground-breaking at the time it was posted, and deserves no less than a top mark in this category. It was a trick that several people discovered independently from each other, and to my knowledge, Darkeagle was one of them.

INSTRUCTIONS: Making Ai and triggers communicate belongs to the more complicated tricks of Age of Kings. Luckily, the instructions are clear and comprehensible and explain the trick very well. Especially the explanations in the Ai file are very helpful, because they explain step-by-step what happens and what needs to be done.

OVERALL IMPRESSION/ SIGNIFICANCE: This is one of the top utilities that ever made it into the Blacksmith. It also goes along with a nice package: The scenario provides a playable little conversation scene with five different outcomes, depending on the answers the player gives. Although the utility is roughly two years old – almost an eternity in computer games – it still has a surprisingly fresh feel about it. There is no doubt about the significance this utility had for designers: Several design works in the Best of the Blacksmith already use this trick.
LuckyChan I am going to comment on it by the following criteria.
Sorry if my comment irritates someone.
And feel free to criticize me if I do make some unfair comments.

Guidelines
[0-10; 10 is the highest.]
[NB: It is no need to be perfect so as to get full mark]

Using time(roughly) --- it shows how long I use/try/playtest it

I --- Instruction (can tell you what you can see or how to do so? clear or not? )
D --- Design (does things inside are interesting, special, beautiful?)
B --- Benefit (how useful, beneficial you will get inside?)

O --- overall grade/impression
[NB: the mark give is not the average of the 3 above. It is given according to my feeling to it, not exactly accoring to the 3 above]


================
Using time(roughly):

I --- 8.5
D --- 6
B --- 10
O --- 9

I
There are 3 kinds of instructions.
The first one is user guideline[in .txt form].
It tells you what it is going to do.
How to install it, and so on.
Quite thoughtful to the users.

The second one is in the .scx[for AOK:TC].
There the instruction is fine, but not very clear.

As when you talk with the king, he will ask you questions. Then you have to answer him.
However the choices (that you answer him) will not been shown by displaying instruction during the game.
You have to look at the objective section.

A bit better way to guide people should be like the following:

[send chat] King: Do you like me?
[Display instruction] You:
1) Yes
2) No
8) All hail, in your the losers

The third one is in the AI script.
This time the author tries to tell you how to mke AI script, so you can talk with your AI/computer.
The author use step-by-step approach. Good explanation.
You should understand how to do so easily after you read for the first or a bit more times.
Credit awarded!!

D
The author makes a story to tell you how the communication works.
It really works, but the story isn't that interesting.
And a bit weird at the last part of the story.
(eg: after you said "yes" [it means you have something else to talk with the king], the king immediately know what you wish and fulfil so ^o^)
A better story line is recommended.


B
Knowing how to communicate with the computer is a great gift.
I think most of the scenario designer should love it.
So you can add interesting branches to your game with this new function.
A great thing!!

O
It seems that It is the only one to teach you how to make communication.
It is worthy to download it.
LuckyChan communicate with comp
I am going to comment on it by the following criteria.
Sorry if my comment irritates someone.
And feel free to criticize me if I do make some unfair comments.

Guidelines
[0-10; 10 is the highest.]
[NB: It is no need to be perfect so as to get full mark]

Using time(roughly) --- it shows how long I use/try/playtest it

I --- Instruction (can tell you what you can see or how to do so? clear or not? )
D --- Design (does things inside are interesting, special, beautiful?)
B --- Benefit (how useful, beneficial you will get inside?)

O --- overall grade/impression
[NB: the mark give is not the average of the 3 above. It is given according to my feeling to it, not exactly accoring to the 3 above]


================
Using time(roughly):

I --- 8.5
D --- 6
B --- 10
O --- 9

I
There are 3 kinds of instructions.
The first one is user guideline[in .txt form].
It tells you what it is going to do.
How to install it, and so on.
Quite thoughtful to the users.

The second one is in the .scx[for AOK:TC].
There the instruction is fine, but not very clear.

As when you talk with the king, he will ask you questions. Then you have to answer him.
However the choices (that you answer him) will not been shown by displaying instruction during the game.
You have to look at the objective section.

A bit better way to guide people should be like the following:

[send chat] King: Do you like me?
[Display instruction] You:
1) Yes
2) No
8) All hail, in your the losers

The third one is in the AI script.
This time the author tries to tell you how to mke AI script, so you can talk with your AI/computer.
The author use step-by-step approach. Good explanation.
You should understand how to do so easily after you read for the first or a bit more times.
Credit awarded!!

D
The author makes a story to tell you how the communication works.
It really works, but the story isn't that interesting.
And a bit weird at the last part of the story.
(eg: after you said "yes" [it means you have something else to talk with the king], the king immediately know what you wish and fulfil so ^o^)
A better story line is recommended.


B
Knowing how to communicate with the computer is a great gift.
I think most of the scenario designer should love it.
So you can add interesting branches to your game with this new function.
A great thing!!

O
It seems that It is the only one to teach you how to make communication.
It is worthy to download it.

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Rating
5.0
Breakdown
Usefulness/Novelty5.0
Quality/Instructions5.0
Statistics
Downloads:2,844
Favorites: [Who?]0
Size:5.99 KB
Added:09/08/00