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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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.
Example
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