

If there is a nonzero digit in the boxes, people will start with the digit that you selected for them. If the digit in the boxes are zeroes, then players will start with 0 resources.

Food, wood, coin, exper(ience), are resources that players will start with. The color, civilization, name, and team are for single-player maps. On the Units in Area trigger, the operators, other than equal to, are reversed.Īfter selecting how many players you want on the map. The best way to find them out is to look at the trigger yourself. As you see the Resource field on the Grant Resources, there are several different kinds of resources. After all three conditions from the previous diagram are met, the one effect will happen. In the diagram above there is one effect. The Condition "Always" is always met.Įffects are what occur after all the conditions are met. For more about Operators, look on the bottom of this information about triggers. There is another thing there that you might see, the Operator. Third, you need to select the radius of how close, or far, the Protounit must be to meet the condition, and finally, you must choose how many of these same Protounits, owned by the said player above, must be in the area. Second off, you must select the player that owns the Protounit. The second condition is "Units in Area." First, you need to choose a unit that your Protounit (Unit Type) needs to be near. If the Source Unit is alive, one of the three conditions is met. The diagrams above shows three conditions, "Is Alive" in which you need to select a unit that needs to be alive, which is Source Unit.
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Conditions can be as simple as "Timer" or as complex as using XS script code for conditions. As you see in the diagrams above, there are three Conditions. After the four seconds that the game runs, all triggers will work as told.Ĭonditions are what required for an effect to happen. It is a good idea to be aware that it takes four seconds for any trigger to start after the start of a game, even with high priority and run immediately on. A trigger with low priority will have the longest delay before it activate after the conditions are met, and a highest priority with Run Immediately will activate instantly after conditions are met. The Priority rating is used to indicate how high of a priority a trigger is to be. They do as they are told, when they are checked. On the square buttons, labeled Active, Loop, and run Immediately, they are self-explainitory. Be aware, you cannot use punctuation in your trigger name, and for spaces, you must use underscores. Afterwards, click on the Name field, and give it a name. To do this, you click the "Triggers" radio button, as shown above. When the condition, or cause it met, the effect will happen.Īfter inserting a trigger, you need to name a trigger. A novice at triggering would be best to think triggers as "cause and effect," because that's basically what it is.

Basic triggers consist of two parts: a condition, and an effect. Triggers can be very simple, to extremely complex. Triggers are the backbone of any non Supremacy/Deathmatch-style maps.
