- Видео 82
- Просмотров 68 648
Yeebaagooon
Великобритания
Добавлен 1 апр 2007
Age of Mythology: Retold designer Yeebaagooon.
Webmaster at AoM Heaven: aom.heavengames.com/
Scenario designer for Age of Mythology and AoM Retold
Webmaster at AoM Heaven: aom.heavengames.com/
Scenario designer for Age of Mythology and AoM Retold
Age of Mythology Retold: Custom map: Maze Escape
A randomly generated maze awaits as the arena of your next battle. The AI at varying difficulties and map sizes will attempt to hunt down your base and destroy you. Do you play it safe and build a huge base or venture out to find the perfect spot and perhaps a relic?
Survive by lasting 25 minutes against the enemy hordes. You will gain some special god powers during your game allowing you to build temporary cliff walls, walk over cliff, upgrade your towers and even turn all your towers into birds. Among the labyrinth lie relics with divine powers. These can shield you from enemy god powers and even grant you unique buildings such as the death ray tower.
Enemy units will grow increasingly po...
Survive by lasting 25 minutes against the enemy hordes. You will gain some special god powers during your game allowing you to build temporary cliff walls, walk over cliff, upgrade your towers and even turn all your towers into birds. Among the labyrinth lie relics with divine powers. These can shield you from enemy god powers and even grant you unique buildings such as the death ray tower.
Enemy units will grow increasingly po...
Просмотров: 481
Видео
Age of Mythology Retold: Custom map: Chess
Просмотров 3,1 тыс.Месяц назад
I have coded a fully functioning chess map in AoM Retold! This custom random map/custom game mode allows two humans to play chess. FEATURES: Explanation messages on the first move detailing how to move pieces/cancel moves. Only valid moves are permitted. Check detection. Illegal move prevention - you cannot move into check or end a move while still in check. Checkmate detection. The host can sp...
AoM Retold Triggers 19: Kill and XP counters with leveling up for scenarios
Просмотров 4502 месяца назад
This video will show you counters for tracking kills and experience in ever increasing complexity. We begin building on the last video, a way of detecting kills from a certain protounit type, although this is sadly not as accurate as I would have liked. As mentioned in my QV video, I needed to write some more trigger conditions and effects to utilise QVs and have now done so! Behold the AoMH co...
AoM Retold Triggers 18: Modify Protounit II
Просмотров 4042 месяца назад
AoM Retold Triggers 18: Modify Protounit II Today we cover protounit special actions. These are complex effects with multiple parameters, but once mastered you could have some insane special attacks for your units. Want a fire giant that actually freezes a unit in place? A maceman that strikes enemies with such force it sends them flying in a large area like Sauron? Even a petrify attack that c...
AoM Retold Triggers 17: Cinematics
Просмотров 2692 месяца назад
Cinematics are the movies of AoM. This is how we showcase some cool scenes, give our players instructions or even just make an entire movie! Cinematics do work online so can be used as instruction tutorials for your maps, probably their most common use. They're quite easy to make and I will cover the triggers that you need to make a basic one here, you can then experiment and build yourself up ...
AoM Retold Triggers 16: Quest Vars
Просмотров 3343 месяца назад
Quest vars are custom number variables (integers and floats) that you can define yourself and control. They're useful for checkpoint like systems in your maps. Sadly a lot less can be done on Retold compared to EE due to lack of conditions and effects, plus the difficulty with adding custom written triggers. You'll need to learn XS if you want the cool stuff like an RPG unit leveling system. To...
AoM Retold Triggers 15: Taking a screenshot
Просмотров 1573 месяца назад
The art potential in the editor is huge. You might want to enter a screenshot contest! There are unit animations that could overlap and you could have terminologies and shading at play, but the editor is not the place to do this. It is possible to set up your shot with the advanced transform tool and then set an angle, align your animations, pull off your trigger magic and take a perfect screen...
AoM Retold Triggers 14: Unit flags and types
Просмотров 3373 месяца назад
A showcase video of some of the things you can do by assigning or changing unit types and flags. We could have buildings being thrown by cyclops, normal units reviving like the campaign heroes and even being able to bolt Osiris! AoMR question thread - aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=47&tn=29370 CHAPTERS 0:00 - Discussion 1:52 - Units revive 2:20 - Cyclops throws a ho...
AoM Retold Triggers 13: Custom unit abilities
Просмотров 7373 месяца назад
This is how to make units have custom abilities in AoM Retold! This is a highly requested feature. It is NOT possible to transfer abilities between units (such as anubite jump on an automaton) without modding the game files. I will show you a workaround with triggers - you can do so much with this trigger set and the possibilities are vast. Written guide version - aom.heavengames.com/retold/sce...
AoM Retold Triggers 12: God Powers II
Просмотров 3903 месяца назад
Want to create custom god powers? We can use the God Power: Redefine effect for this! I will mention how to remove GP timers and notifications before showing you how to completely change a god power. This will allow us in essence to create our own god power, complete with icon, name and description - it can even be slightly different for each player. We then use triggers to detect when the god ...
AoM Retold Triggers 11: Camera control
Просмотров 4833 месяца назад
This video will explain how to achieve advanced views with the camera. We will cover all camera control commands, unlocking the camera and saving special camera cuts. We then go through the camera cut effect and show its limitations. To get around these, there is a brief and slightly more in depth look at camera tracks along with their implementation. These are both vital for cinematics. We loo...
AoM Retold Triggers 10: Technologies and victory conditions
Просмотров 5783 месяца назад
This video discusses victory conditions. This is how to stop the map instantly winning/defeating you and enabling these effects at appropriate times for your scenario. We will also discuss some of the player data tab, including getting a player to start in different ages by the data tab or by triggers. We discussed technologies - I got a Greek temple to train myth units from other cultures. It ...
AoM Retold Triggers 09: Counters
Просмотров 3963 месяца назад
Learn how to make kill counters, timers and custom counters in Retold. There's a discussion of the fake counter, the pause function and a talk through of some of the most common counter types used. You can have two standard counters and a fake counter at once. We run through linking triggers to your countdown and devise a way of Arkantos gathering relics using counters, and a reward message whe...
AoM Retold Triggers 08: Objectives
Просмотров 3153 месяца назад
Learn how to set objectives in your scenarios. This will include optional objectives, chapters, objective markers and an overview of the larger objectives panel. The objectives provide a useful way for players to be reminded of their task and goals. The addition of optional objectives and chapters could lead to some interesting RPG type scenarios. CHAPTERS 0:00 - The objectives window 1:52 - Tr...
AoM Retold Triggers 07: God Powers
Просмотров 2933 месяца назад
How to get the player or the AI to invoke god powers, setting their costs and cooldowns. The three things to remember are: Granting the GP, LOS enabled (if relevant or not player 0), No GP blocking
AoM Retold Triggers 05: Unit Commands
Просмотров 7303 месяца назад
AoM Retold Triggers 05: Unit Commands
AoM Retold - Custom Map: Tower Defence (mod)
Просмотров 1,9 тыс.3 месяца назад
AoM Retold - Custom Map: Tower Defence (mod)
AoM Retold Triggers 03: Modify unit stats
Просмотров 9403 месяца назад
AoM Retold Triggers 03: Modify unit stats
AoM Retold Triggers 02: Chat commands
Просмотров 1,1 тыс.3 месяца назад
AoM Retold Triggers 02: Chat commands
AoM Retold Triggers 01: What is a trigger
Просмотров 1,3 тыс.3 месяца назад
AoM Retold Triggers 01: What is a trigger
Age of Mythology: Retold - First look at the game content
Просмотров 7 тыс.9 месяцев назад
Age of Mythology: Retold - First look at the game content
Intermediate 12: Animations and animation paths
Просмотров 101Год назад
Intermediate 12: Animations and animation paths
Intermediate 11: Challenge - Terrain painter
Просмотров 42Год назад
Intermediate 11: Challenge - Terrain painter
Intermediate 08: QVcepting with XS code
Просмотров 49Год назад
Intermediate 08: QVcepting with XS code
Thanks for the great tutorial! Is there a way to chain commands without overwriting them? Like a "Move Army to Point/Unit" to position A first and then to Position B. I know it can be set it up with a distance related trigger near Position A. But chaining commands would be much more elegant.
Hey Yeeb, thank you sooo much for doing these, they helped me a lot. I am just getting into it and have already spent over 100 hours on my first map (still WIP) I think your tutorials play a big part in my enjoyment, you make this editor accessible and I have to admit I have my problems with the ergonomics of it and the basic set up (used to WC3 or Sc2). I have come across a bug that is haunting my existence and kind of killing my enjoyment of creating my map at the moment. I hope you can help me out, as I am sure you must have encountered it. Sometimes when I insert text into a dialogue(Type:Chat: Character Dialogue) by copy paste, I get a trigger error: Trigger Error 00:00:00 (0):trigtemp.xs(number):XS: Token Error 0008: string not terminated. trigtemp.xs(number):XS:Token Error 0001: unexpected character '\'. I tried pasting without format, still the error. I tried using Notepad to copy from, still the error. If I type it up by hand, there is no error. (I have a lot of dialog, so I don't want to do it by hand) There is no "\" in the text I paste and it happened with different text already. I only used triggers, so no XS code written by me is messing things up. I just know, it comes from pasting it in. The error coasts me so much time, I would be very grateful if you know a way to "save" paste text in dialog.
That's an odd one I haven't heard of. Shouldn't happen so can't really suggest anything aside from doing dialog as XS code and seeing if it will copy in there.
@@Yeebaagooon I think I figured it out! :) Feel a little stupid for not thinking about it earlier, the error is related to line breaks, those were copied over and caused problems. (line breaks are invisible when copied)
Impressive vid, seems like you’ve played a few hours of AOM
You're mod fails upon startup. I get Assertion error that says: C:\Users\hs\Games\Age of Mythology Retold\76561198977549835\mods\subscribed\310195_aomh community trigger pack//game\data\trigger\trigger_data.xml(313,84) : XML error -- 'The name in the end tag of the element must match the element type in the start tag.' I I try to edit this XML file according to the error description, the mod fails, and I get a red signal inside the aom retold application
I can't even start the game to fix this. Got the can't launch bug of death.
@@Yeebaagooon Well thanks for the response. Tell me if you manage to fix it. Your videos have helped me a lot with using the editor. There isn't that big of a community to learn this stuff from. Maybe you can make a video where you give an example of how to implement your own XS code? It looks a lot like c++
I got back in the game and uploaded an update. Should be fixed and working now :D
Are you going to doing anymore age of mythology retold trigger tutorials at some point?.
I feel all major topics have been covered?
@Yeebaagooon okay
Excuse me Yeba, im trying to allows to cyclops to throw the houses. I used trigger set unit type on house (logicalCanBeThrow) and on cyclops with special power i specified that can throw the houses, but nothing happen. What else i need? Thanks for the help
Set the house unit type to human/human soldier.
@@Yeebaagooon thanks so much! Now it works. I tried several times using sub classes of human soldier and never works. I think it works as Java or some object language, so the characteristic to be thrown came from "human soldier" and not from one of his subclassess. Thanks again. Another things im trying to do since days, is to give the transport skills (like ellepolis or ships) to an horse for example. I used all the imaginable flag on set flag, and several set type, but doesnt work and my protounit continue to dont transport
Thank you for the video! This is super informative, especially since I was so used to seeing Modify Protounit in legacy that I felt lost with Retold. I do have a question, though. You showed how to modify a Protounit, and then modify a specific unit. How would you modify all units of a specific type (i.e., myth, infantry, ranged, cavalry, hero, siege)? I want to create a game mode where every X minutes a buff is given to a certain type of unit (such as infantry), and then the buff is reverted, but I can't think of any way other than modifying each possible Protounit (spearman buff, axeman buff, berserker buff, fanatic buff, and so on), which doesn't seem very elegant and would take a very long time to integrate. Any thoughts?
When does the update come out?
hey i need some help with something. When I give the trigger to any army that I want to move ( using the move to point command) they start moving for like 3 seconds and than either stop moving or go back to their original position. What am I doing wrong? I also tried to just teleport the army there and instead of them attacking the nearby units they starter to run back to their original position I placed them in.
I manage to make them move but now they are doing something else that is weird af. When the army is the player 1 the units spawned in just fined and moved to the dedicated location but when the army was player 2 the units decided to start moving in the opposite direction like WTF?????.
Is it possible to enable and disable units in the editor? I'm trying to have an event where units and building will appear after a trigger, and I need to be able to choose the specific instance of each unit as well. I've spent a lot of time trying to figure out how to do this
Search for forbid protounit or enable protounit.
amazing work ! is it possible to let a hydra start with 3 or 5 heads at game start ?
@@MH-bl4dd yep it's the unit set vetenary (?spelling) rank effect. Search for rank and you'll find it.
amazing work ! is it possible to let a hydra start with 3 or 5 heads at game start ?
hyyy Master! I need your help with the OLD AOM. I want to do "set animation" but it does not work. What is the rule for this or is there any specific trigger that I should use? I would make villager to looks like he build something (but in reality he don't). And yeah I want to use it INGAME. Could you help? or its impossible to make it Ingame and not in Cinematic?
Ciao Yeebaagooon, i really admire your modding skills. I finished now to release a custom scenario calling "one piece East blue" following the greater part of your video, so custom powers, gdr and markets. I would like to add an XP system too but maybe next time. It was very complicated just like now. I would really be glad if you try it and give me a feedback, and maybe if you appreciate you can show it with a video
Nice will try and check it out over the next weekend or so. RealLife (TM) very busy currently.
Has been nonstop but managed to grab a quick 5 mins. DOn't know what one piece is but can see you have executed the ability buttons very well (Y). Good work. Hopefully will be able to see more of it in future.
@@Yeebaagooon thanks, I hope you will decide to continue, to see all the scenario. I think that is better after 5-10 minutes. You will arrive to use 5 characters with 2-3 powers and different skills. Every character could improve a special boat when they garrison inside. You will find markets on big cities for improve skills. So thats it. For now is an experiment
good map
Thank you master 🙇🏻♂️ This will enable me to spawn Odin’s Ravens
If only multiplayer worked for me lol. Any tips on how to script armies in XS master Yeeba? Edit: nvm I shall watch your video on it! ❤
Probably missing something obvious but how do I change heal rate?
You need to change the workrate towards LogicalTypeHealed using the ProtoUnit: Modify Action by UnitType trigger effect Modify Rate/Amount in that effect actually is related to the rate/amount values used in/by auras
Hello Yeba, I followed all your video. Can you do a tuttorial where you explain how release a mod in aom retold? Im trying to do that, releasing a mod of a scenario where i could able to apply greater part of your suggestions in tutorial, but nothing is simple in this game
Now that is a checkmate!
Wow!!!
Amazing!! I want to try it!
Damn, this is impressive stuff
😍 Fantastic work!
why is it sphinx and not minotaurs?
I believe the Minotaur lived in a labyrinth which is not exactly a maze: “A labyrinth has only one path. The way into the center is the way out.” I get it thought, not a bad idea
Seems really fun ! Will give it a shot soon :)
Niceee
this is nice but isn't there a way to use the existing ability system? with that you can auto activate it select a target area and the picture shows the cool down.
Not possible. That's why this video exists.
this is next level
Awesome!
This is simply amazing. I have just one question in mind! Can you en-passant?
No
NOOOOOOOOOOOOOOOOOOO
I was going to ask the exact same question lol
@@Yeebaagooon sorry it ain't chess then
Personally I wish there was more contrast for the pawns _((the black one's have clothes consisting of both board colors, and the white ones are hard to see on white squares)._ and for Bishops to have the same model for both sides. Black knight and rook are not the easiest to see on black squares either, but that's a nitpick I admit. Does the game handle En Passant and Castling well? Those are the moves some people might sometimes argue about IRL when they're not very familiar with Chess.
Bishops do have the same models. Castling is supported. En passant is not.
Hello! Does anyone know how to give a unit passive abilities like Kastor's Charisma aura or Divine Immunity in the Editor? Any help would be appreciated!
Not possible. You can change what units a god power can effect with flags (video 14).
@@Yeebaagooon Okay, thank you for the timely reply! Do you have a video that shows how to change a unit's voice sounds when you click on them by chance?
Oh wow! Great work
Woah
Awesome, but why would you use the error sound ?!?!?!
Youre housed. Do *you* see any houses??
I never thought of that. I've fixed it in version 7.
Did you even code un passant?
No. I'd never even heard of it until last week. Capture logic relies on a piece being there to capture. It would have been to buggy for me to code into my existing system. There's a popup ingame that says it's not supported.
Awesome!
Wow
Impressionnant!
Yeeb, are you retired? Where do you find the time to pump out all this stuff!
@@Eurotool this took less than a week because I was sensible with my coding. Meant some mistakes resulted in effects which were quite traceable so it actually all works! Far from retirement, just got given three weeks of leave.
Wow, even after all the years you have been blessing the community with your creativity we are still seeing such amazing creations today! Looking forward to all your creations!
Looks really good. I love the defeat animation!
Hey Yeeba, in your opinion is possible to fix the Throw function for jump in the direction of the front of the unity? Im trying to create a very complex mod, and I really enjoy to exchange opionions with you about some functions
Yes units can be thrown in relative directions compared to other units but this will require a custom trigger or XS code.
@@Yeebaagooon is too much to ask you a video where you explain the throw function and show a way for jump directionally where the unit turn? Thanks in any case, you helped me a lot
Hey Yeeba, thanks a lot. Your video is brilliant and super interesting. Exactly what i was looking for. I have just a question: if i want create more setup for have boost of differents skills or modificator, what can i do? Because i followed your first 3 triggers and it works. Now i would like do a second one, but the system read only the first setup ignoring the second (on the same unit. For example, militia)
I fixed correcting "Add train" to row-column (0,1) before it overwrote me rightly. Another question: Im trying to create a button the allows to the unit to use SPECIAL MOVE Throw, and everything works, except for the trigger OFF. I cant be able to revert from Throw everyone to Throw none, either if I add on command off the special move with filter on NONE. We can revert every modificator data, but what if we want revert a special power?
@@LordStefanius If I understood you correctly, set all throw special move parameters to zero.
@@Yeebaagooon I did it. But look like that the system, if you set for 1 unit, SpecialMove with effect to all units, and at the same time you set Special move(the same) with effect to none, it reads in anycase the special effect to all. so the iff trigger doesnt work and continue to read the previous special move
"off trigger"*
and again amazing video and work by you !! thank you !! one question... is it possible to turn of the time for summoned units ? so that they have no time limit... like servants from mummy or mercenaries from egypt ??
Yes, use Protounit: Modify Data and assign a value to the Lifespan field. 1000000 should do.
Thank you for the videos, very helpful! Two questions though, is there a way to create a count "up" timer instead of countdown? Essentially a way to time how long it would take to complete objective 1, pause the timer, start objective 2 and start the timer again. Second, is there a way to counter specific units in an army group instead of the total number of units belonging to a player. Thank you!
Countup is easy, just set values to 0 for start and 30 for stop. Army size needs databases or kbquery with xscode.
good
youtube recommended this, i'm gonna have to bingewatch your serie, thanks you for making this!
Incredible video, can't wait to use it myself. QUESTION: Can you apply vfx to units? Like have a hero glow on a regular unit