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Scenario Design and Discussion
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Age of Kings Heaven » Forums » Scenario Design and Discussion » when a certain unit kils an enemy, give HP and power. how?
Topic Subject:when a certain unit kils an enemy, give HP and power. how?
posted 04-02-03 06:50 AM CT (US)         
well i thought i was gonna find a topic with this in it but i didnt. so im posting here.

what i want to do is a RPG. i did a trigger where militas come out to kill them but my HP and power raising doesnt work. if i put loop in it, it raises even if no enemy was killed after killing the first one. if i dont put loop in the trigger, LP and HP raises just the first time i kill an enemy unit...
configs are:
trigger: kill unit p1
kill a unit. ammount: 1
change power. ammount: 1
change HP. ammount 3

can someone help me? i could say it with more details in german cuz i dont know how to translate most os the words to english (my TC is in german)

posted 04-02-03 08:57 AM CT (US)     1 / 13       
Condition: Accumlate Attribute: 1 kill
Effect: Activate Trigger: Trigger 2

"Trigger2" (Starting State "off"
Effect: Change Attack: 2
Effect: Change Object HP: 2

No. Bad Jarl. Bad Bad Jarl. NO Penis ASCII.

[This message has been edited by KeLar (edited 04-02-2003 @ 08:59 AM).]

posted 04-02-03 09:24 AM CT (US)     2 / 13       
which of them have loops?
posted 04-02-03 09:26 AM CT (US)     3 / 13       
man. i think u just told me the same thing my TC is doing right now. what i WOULD LIKE IS: after every kill, the william wallace has a bit more attack and a bit more HP
Philip Dunscombe
posted 04-02-03 09:41 AM CT (US)     4 / 13       
Use the accumlate attribute trigger.

You can set it so after every kill he gets something.

So you would have one trigger that changed his HP and attack for every upgrade.

You would not start with these triggers on but they would be activated once he reached the amount of kills you were going for. For every one kill having the same amount of upgrade you would set a looping trigger.

Ie- Accumlate attribute 1 kill. Then the looping trigger changing his Hp and attack to corespond.

[This message has been edited by Philip Dunscombe (edited 04-02-2003 @ 09:43 AM).]

posted 04-02-03 10:11 AM CT (US)     5 / 13       
sorry i dont get it. could u post a screenshot or tell the triggers?
Fallen Angel
(id: The Adder)
posted 04-02-03 10:31 AM CT (US)     6 / 13       
Im no good at posting triggs but lets see if you get this...:

Condition: Accumulitate Attribute
Kills 1

Effect: Raise HP (i can never remeber whats its called)
Raise by 10
If you really dont get what any of us said you might want to get in touch with Ingo he is also German and one of the best scenario designers ever...
PS: I just noticed that this is your 1st day in the forums

Adder |
"I would like to wonder if Adder always acts like a stuck up asshole?" - Coldviper

[This message has been edited by The Adder (edited 04-02-2003 @ 10:37 AM).]

posted 04-02-03 10:43 AM CT (US)     7 / 13       
wll. i usually get what ppl say but my age of empires is in german and i dont understand everything cuz im brazilian and live in switzerland (a bit weird :P)
posted 04-02-03 11:23 AM CT (US)     8 / 13       
uhh.. keep posting solutions cuz the problem wasnt solve yet
posted 04-02-03 03:53 PM CT (US)     9 / 13       
You cannot as far as I know set it so that each kill increases HP etc.

But I do know a different way, this way you only have to be in combat to get HP etc.
Condition: Object has Target (Miliatary Unit)
Effect : Change Object HP 1
This will give you 1HP whwnever you are in Combat with a Miliatary Unit

Haven't been here in years
posted 04-02-03 04:06 PM CT (US)     10 / 13       
so thats the sytem they used in vampire RPG... nice. tnx
HG Alumnus
posted 04-02-03 04:55 PM CT (US)     11 / 13       
Actually, there is a way (the way they did it in Vampire).

Try searching the forums for "Laws of the Map Editor," for example....


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posted 04-03-03 01:20 PM CT (US)     12 / 13       
thank u, all of u. i appreciate u beeing nice to me and trying to answer my noob question. once again tnx
posted 04-04-03 03:56 AM CT (US)     13 / 13       
Simply use kill ratio.
Set a trigger, Objective off, starting state on, looping on.
condition: accumlate attribute, kill ratio=x
effect: change object HP, set players,set unit types, set object, set amount=y
effect: change object Attack, again same as above, set amount=z
effect: create object, set the player of your 'hero', set an remote area(eg. island), any unit, set amount=x
effect: activate trigger2

Trigger2: Objective off, starting state on, looping on.
no condition;
effect: kill unit of the player of the island mentioned above

[This message has been edited by Vviinncceenntt (edited 04-04-2003 @ 03:58 AM).]

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