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Making Spires Fire
Kohan Map Making Tutorial

INTRODUCTION


Welcome to the first Kohan Map Editing Tutorial. I have written this to help those interested in making maps do so with simple step by step instructions on special trigger events and techniques. I have added some screenshots as well to further help you understand the process of creating triggers. We are going to be creating a Khaldunite Spire that attacks anyone who presses to close to it. Let's get started.

First off you must load the Kohan CD and start the game. At the main menu you will need to select Map Editor. You'll be shown a flat piece of grassland with several menu lists on surrounding it.

Lets start by Glancing across the top of the menu bar. It has several lists available. The first three are for creating maps size and saving as well as which on screen graphics will be shown while editing. The final two lists are used for adjusting settings and ownership of objects and players in the game.

On the right you will see a larger pull down menu list. This list contains all the map and unit objects in the game. Since we will be creating a Khaldunite Spire trigger we need to select the menu that has the Khaldunite Spire object. The Khaldunite Spire is a considered a building by Kohan so let's choose the building menu list.

Lets look at something important.

You'll notice the menu bar at the top of your screen has a menu list that currently says Player 1. This means that any objects placed in the map area will be owned by player 1. Since we are building a Khaldunite Spire that will fire magic we need to make it independent. By being independent the spire will attack anyone coming close to it. Otherwise it would attack only the enemies of Player 1.

There are two ways to change the ownership of the spire. One can be done before the spire is placed while the other is done after the spire is placed. Before the spire is placed simple click on the Player menu at the top right and change it to Independent. This makes any object placed on the map owned by on one.

Look at the screenshot example 1 and you'll see that I have chosen the building menu and placed a single Khaldunite Spire in the center of the grassy plains using the Independent Player setting.


Click for larger pictureExample 1
(click thumbnails for full sized pic)

Another way would be to right click on the object and select Independent on the Player selection list.

TRIGGERS


Once you have your spire placed on the map area your next task is to create a trigger for the spire. When you place a building that can be used as a mine the game automatically creates a trigger for the object. It is simply called mine trigger. When many of these are present it can get confusing as to which trigger belongs to what object. In this case we have only one mine so we have only one trigger.

On the right hand side of the map area you have the building menu list open now. Click on the menu list and select Trigger from the pull down list. You will see your only trigger underneath it called Mine Trigger.

We want to open this trigger so we can edit it's contents. Simply click on it and a box will open up in the map area. On the left side of this box you have your trigger commands. On the right side are various different text boxes or pull down menus depending on which command you are using in the trigger.

First, let's make it easier to recognize this trigger in the trigger menu. To do this look to the right side of the trigger command box. It has a small text window called Trigger Description. This is where you name the trigger. Type Spire Fire or something easy to recognize in it and press enter. See example 2.

 
Click for larger pictureExample 2


Now if you look to the trigger list on the right you will see the name of the trigger is changed. With that done our next objective is to make the trigger commands. This part can seem confusing, but is simple once you get started.

Start off by looking at the left side of the trigger command box. The window there is called Conditions and Effects. This is where you will find the various tasks the trigger is to perform.

Click on the first item listed there. It will turn red indicating it is selected. Now on the right side you will see the details of the command you have selected. This command is a condition recognizable by the letter C at the beginning of it's name. The last part of it's name is the commands function. Our command is now called C_Found Object.

This means the command is a Condition called found object. To the right is a new menu list with the words Found Object in it. Kohan looks for conditions before firing a trigger. Our condition is for an object to be found. We want to change this to Explored Object.

Click on the menu list and select Explored Object from the list by clicking on it. See example 3.


Click for larger pictureExample 3
 

Now we have to finish the condition command by selecting the object to be explored. To do so look at the bottom of the command box under the Explored Object menu list. Two buttons are here called Select Source and Go Source.

The Select Source button is self explanatory. To use it you must first click on the object on the map area to highlight it. Then press the select source button. Easy huh? If you want to go to the location of the object used for this trigger simply press the Go Source button.

Our next task is to create an action. Actions are called Effects in triggers and they are distinguishable by the letter E at the beginning of the command name. Just like the Condition commands the contain the name of the function in the command name.

Our next item in the command list is called E_message. This effect simply gives the player a message when the trigger is fired. This part of the trigger is already done for us.

We want to add a second effect or action to the list. This action will happen when the trigger fires as well as the first one. To do this we need look at the three buttons directly under the command list window. They are pretty much self explanatory.

We are creating a new Effect. Press the New Effect button now.

Every new effect created starts off titled E_None. This means that the effect is created by has no functions. Your list should look similar to example 4.


Click for larger pictureExample 4


Now we want to add functions to the effect command. So, click on it now. It turns red indicating it is selected. Now, on the right you'll see a new pull down menu. This menu is similar to the condition function menu we used earlier.

We are wanting the object to cast a spell when units get close, so we need to add an effect for the spell. Select spell from the menu list. When that is done you will notice two new menus and a text box has appeared. These are used to set the details of the spell function we selected.

The first menu list we see on the left is to select the Player the spell will be owned by. Since our Khaldunite Spire is independent we want the spell to be independent as well. So, select Independent from the menu list. Next we see a text box called Range. This box is asking for a variable in the form of a number.

The Number will be the range at which the spell can reach a target. It has a set limit to how high it can go but unless you planning on making the trap overpowerful you should never reach it. For this example I am using 5. A rather close range but appropriate for this example.

Next you see a second menu list. It contains a list of the available spells you can choose for your effect. I want my spire to cast lightning when it fires. So, we want to scroll through the list and select Forked Lightning. You can use any spell you wish. See example 5 for reference.


Click for larger pictureExample 5


Our last task for this command is to select where the spell will fire from. To do so we use the two button at the bottom of the Trigger Command Window. If you notice the name of the buttons have change from the Select Source and Go Source of earlier to
Set Location and Goto Location.

The same basis behind this as selecting the object except this time you are placing a beacon on the map that will represent the cast point of the selected spell. Press the Set Location button now. You will see your cursor change to a small flashing beacon. Place the beacon on the map where you want the spell to cast from, in this case the Khaldunite Spire. See example 6.


Click for larger pictureExample 6


Now one last step to commanding the trigger. We need to add a firing timer. This keeps the spire from firing constantly. First, press the New Condition button located at the bottom left of the trigger command box.

Now a new Condition is on our list. Select it. Now find the timer function in the menu list and select it. A new text box has appeared at the left called Value. This is asking what the timer should be set to. In our example lets use 5. This will mean that 5 seconds will pass between each fire of the spire. See example 7.


Click for larger pictureExample 7
 

Before the trigger will work we have to give it directives. Directives tell the game how the trigger acts in during play. On the far right side of the map area below the trigger list you will find buttons and some menu list.

The buttons are used to add or remove triggers in the list. The first pull down menu which currently says Global is used to select the trigger type. We want our trigger to work fire for every player so let's leave it Global.

Next we have a menu that allows us to select if the trigger is an objective or not. Leave it on Not an Objective.

Lastly, we have three selection buttons.

Anded means that the trigger will only work if all the Conditions we set are true. Select this now.

Multiple means that more than one player can fire the trigger. We want any player to be able to make the trigger work so leave this selected.

Repeats means the trigger will fire more than once. We want the spire to fire every time a unit moves into range so select this now.

Finally, our trigger is done. We can save it using the save button as shown in example 8.


Click for larger pictureExample 8


Now our trigger is complete, but will it work?

How about we test it out?

Let's select the Company menu from our right menu list. Now select new. See example 9.


Click for larger pictureExample 9


Now in the map area is a list of units and heroes you can use to build your company. It is very similar to the in game commission screen. It works the same way. Select your troops and support units then a hero and press the commission button. See example 10.


Click for larger pictureExample 10


Now the company is in the form of Hero only attached to the end of your cursor. Select a location a bit away from the spire and click to place the company on the map. See example 11.


Click for larger pictureExample 11


Now right click on the company and use the menu that pops up to choose Player 1 as the owner. See example 12. You could also rename the company from this menu if you wanted.


Click for larger pictureExample 12


Now we need a start position for our company. Select Features from the menu list at right. Then select Start Position from the new list. Next on the Player menu list select Player 1. This makes it work for player one. It is a good idea to add starting positions for every Player that has objects in the game. Independents don't need one. Place it on the map at the same point you placed the company. See example 13.


Click for larger pictureExample 13


Now that we have our test company we can test the map. To do so select test from the file menu list at the top left. See example 14.


Click for larger pictureExample 14


When the map starts, you are the only player, the game will end. Simply press the continue playing button. Then move your company toward the spire and watch the results. You can change the spell and range or even the timer value and then test again until you get the effect you want.

Now, you can add Firing Spires to your maps with ease. For any questions or comments email me at tireanna@strategyplanet.com