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empire earth scenario editor manualTo browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser. You can download the paper by clicking the button above. Related Papers Game Content Model: An Ontology for Documenting Serious Game Design By Stephen Tang A Video Game-Based Framework for Analyzing Human-Robot Interaction (Unabridged) By Jill Drury READ PAPER Download file. In case you didn't know, Empire Earth comes with a tutorial if you go into Computer, and then open the disk files. There is a word document there that tells you how to use the Scenario Editor and how to create cinematics and triggers. This page is not telling you how to use cinematics ad triggers.You can change the size to whatever you want. You can also set it to a different terrain. There are lot of terrains there. If you chose some type of tree for your map terrain, then the whole map would be covered in that tree.Two starting capitols with citizens are auto generated. One is red, the other is blue.Every map has a seed number, so you type the seed number for the map you want in the slot below. The default is set to 0.Then make sure that the elevation is under 0. Select a brush size. Then you can paint rivers, however you will notice that they look different to the default water (if there is some). Ships are also able to be in -1 water. Empire Earth 2 EE2 Discussions EE2 Multiplayer Strategy EE2 Scenario Design EE2 Modding Forum Empire Earth 3 Empire Earth 3 Strategy Empire Earth 3 General. Community and HG Main EE Community Forum HeavenGames Main Index Technical Help Forum Archives Strategy Forum Old EEH Tech Support Fo.http://g-stampo.com/pics/pages/dewalt-charger-manuals.xml
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Private Forums HG Main Staff Forum HeavenGames Age of Empires Heaven Age of Empires III Heaven Age of Kings Heaven Age of Mythology Heaven Age of Wonders Heaven Battle for Middle Earth II Heaven City Builders Heaven Empire at War Heaven Empire Earth Heaven Empire: Total War Heaven Empires Heaven Medieval 2: Total War Heaven Napoleon: Total War Heaven Rise of Legends Heaven Rise of Nations Heaven Rome: Total War Heaven Stronghold Heaven SW:GB Heaven Total War: Shogun 2 Heaven Bugs within the Scenario Editor a) Things that cause the scenario editor to crash b) Little problems within the scenario editor c) Special rules that you should follow to prevent problems in your scenarios III. To optimize the effectiveness of this feature when using the editor, you always want to start with AREAS. What I mean by this is, always make the areas you want to use for your objects and effects first, before you make anything else. Once you?ve got your areas, make your OBJECTS. Then make your EFFECTS, then CONDITIONS, and so on. The order is simply right to left in the trigger area of your scenario editor. Now in case you don?t understand what I?m talking about I?ll give you a step by step walk through on how to use the duplicate feature effectively. Step 1. Make six objects (usually in a multi player scenario you will have six objects for a specific class of object, 1 for each player, and have these objects be the targets of class name and class attribute effects). Step 2. Make a single effect and target the first object. Step 3. Duplicate the first effect and left-click the target object field and hit the down arrow once. Step 4. Duplicate the second effect and do the same thing. Step 5. Continue to Duplicate and scroll down the object until you have six effects that each target one of the objects. Step 6. Typically you will use some kind of object as your condition in triggers, so we will assume that you are using the six objects as your conditions here.http://eastsidemobileelectronics.com/userfiles/dewalt-compressor-d55141-manual.xml Create a trigger and make the first object its condition and the first effect its effect. You?ve got a trigger that says that when the first object exists the first effect will be fired. Step 7. Duplicate the first trigger and then left-click the first condition field and press the down arrow. Then left-click the first effect field and press the down arrow. You?ve got your second trigger. Repeat until you?ve got six triggers that use the six objects and effects. They disappear when they are vertically above the hangar. This is best used in cinematic mode for maybe a plane that is about to crash, or just to have it moving close to the surface and then rising again. You remove the airport and it will rise up to normal altitude again, and maybe then go to another nearby underwater airport if you want to repeat the animation. You transform the grass into sand. You place a cliff with the border on the place where the units are. Once the unit dies, its corpse will remain on the ground until a citizen harvests the resources from it. This can add some realism to a scenario as bodies do take a long time to decompose. Here's how you do it: Create an area for the airport that is 2x2 tiles, that are the exact same elevation, and are either above or below the surronding tiles. The airport hanger section is what is created in the 2x2 area, the 2x6 runway section is the area that is either raised or lowered. As long as the 2x2 area is not below 0(zero) elevation, or next to the edge of a cliff, it will create the airport. However, for the time being, the DIRECTION of the airport created by triggers, cannot be controlled. Except if it is created on top of the runway of another airport(then I believe it creates the same direction as the existing airport it is created on. Airport runways create underneath just about every object that can be placed on a map, so i dont know what else yet that can control the direction in which it made.https://www.thebiketube.com/acros-boss-loop-station-rc2-manual You will probably want to have the airports be invisible when created. To do this simply add this to the objects of the airports you create for this technique: Has attribute. This is also used for calamities you don't want to see the effect of (volcano with only the flames-no mountain). - Thanks to chikoroll for this one Here's another way to do this: 1. Create a trigger that loops and uses an area effect calamity (time warp) that uses a certain area on the map. Set the condition of this trigger to be always true. 2. Have a nuclear sub or missile silo launch missiles that will travel across the area affected by the effect calamity. Missiles or any other projectiles will warp out while passing through the area, and appear lying on the ground later (and stay there). The different color cliffs are not a mod to EE. The Sahara script simply unlocks the red cliffs in a scenario, and then the cliff type is saved as part of the scenario. Copy this trigger multiple times to make it rain harder. To have it rain continuously, you need to make two triggers exactly the same as the one above. One of these will fire only once (so it will NOT have the looping box checked) and will have a second effect. This second effect will be a trigger effect that turns the second trigger ON. The second trigger will have starting state of OFF and will have the looping box checked. Lastly, the second trigger will have conditions true for about 2 minutes and 4 seconds (124 seconds). To have it rain harder and rain continuously, you will need to make multiple sets of both of these triggers. Please note that rain does cause lag if not every player in the scenario has a high performance CPU. I personally recommend adding triggers that let the player(s) playing your scenario turn the rain causing triggers on and off using chat commands. Of course, players with low system specifications can disable the rain in just their game by lowering their graphic level in the options menu.https://koeltotaal.com/images/99-8203-manual.pdf Having the option to turn off the rain causing triggers allows the host of a scenario (if multi player scenario) the option to reduce lag. Asus drivers reveals the entire map and my name is methos reveals the map and gives 100,000 of each resource. Both of these cheats involve revealing the entire map to the player who uses them. Which is a difficult thing to detect. I suggest making one trigger per human player in the scenario (so that you can turn off the trigger corresponding to their missile silo in the event that they are kicked out of the scenario for cheating). 6. Make a trigger for each human players' missile silo with the condition being an object.I've yet to notice any significant performance changes from having 5, 50, or 500 Triggers. For taking up CPU time, there is no difference between a looping and non-looping trigger. They both have to be checked every second to see if they should fire. If these effects deal with large amounts of units, you'll get some slowdown. You will also get a noticeable lag if you have conditions and effects that deal with large numbers of units. Also, quantities matter. A condition (or effect) looking for 50 units with 50 HPs will run slower than one that only needs to find 1. To see an example of this, play the ultimate scenario in the Russian campaign (Change of Heart). The slowdown while these execute is very noticeable on my 750MHz, so much so that I moved the last bits of dialog to happen after the cinematic was over, to distract the player from watching the game chug. So, my tips on trigger optimizing are as follows: Make sure that conditions which involve checking large amount of units are evaluated only when needed. Make sure that any condition or effect has objects which can be quickly checked. In most cases you may not be able to find a way to simplify your specified objects, but it's something to check out. Don't allow loops to execute every second if they deal with creating, removing, killing, or converting large numbers of units, or if they have conditions that involve large amounts of units. Reduce the amount of units on the map. This may be the only way to improve performance if you're sure your triggers are to blame, but by the same token large numbers of units will create lag for other reasons, so it's always best to use as little as you can get away with. My last piece of advice, though, is to not worry about it at all, unless you're sure you are noticing some lag. Make sure you save often when making map modifications. Usually happens when painting with a large brush. 3. Sometimes when you've had EE:AoC open for a long time and switch from the effects portion to the objects portion in the trigger area of the scenario editor, the program will crash to your desktop. This has occurred when I have been editing my scenarios that have a lot of objects and effects (over 2000 effects and 2000 objects). This probably has to do with RAM usage, but I'm not entirely sure (I have just under 800mb of RAM). This means that once you play a sound file, it will continue playing until it either finishes or is interrupted and stopped by beginning cinematic mode. For example, you would use this type of trigger set up if you wanted every long swordsman player 1 makes to have 30 gold. The extra stuff in this trigger prevents some units from getting too much of the resource and others not getting any. DESCRIPTION: This trigger graphically enlarges or shrinks a unit once it is spawned somewhere on the map or created by the player at a building. For example, you would use this trigger if you wanted all of the units that player 1 produces to be graphically enlarged or shrunk. This trigger system not only causes the resource being displayed to increase in either the resource bar or on the object you want, but it also decreasing the amount of this resource if a player tries to tribute to another player. Players playing the scenarios cannot tamper with player variables. If you don't give enough room for each unit you intend to create, then only the units that will fit will be created. Now player x's wood stockpile will be filled everytime player x has less than 10000 wood. You can choose how fast you want the cinematic to play. There is a 1.6 at the right side of the Start Cinematic effect (that is the speed). This is the default speed you can take that down for the cinematic to run slower, or take it up for the cinematic to run faster. The End Cinematic effect just ends the cinematic when you want it to stop. There that's how to start the cinematic. Let's move on to the next step. Placing Camera Markers You can find these camera markers in the objects section ( NOT in the trigger section ). They are a world object and are under buildings. Placing camera markers is one way to plan out your shots. A camera marker defines a place for the camera to move to during the cinematic. Camera markers are what give you those great angles in cinematics. Once you've got the hang of that, start placing your cameras. Move the camera until you are looking at the part of the map at the camera angle you want then Left click to place the camera marker anywhere on the map. What you see on the map is exactly what the camera will see when it moves to that marker (though you can alter the zoom level when you create the effect). The marker is placed in 3D space (if you zoom out a little, you can see the marker). Camera markers are only visible when you are in the scenario editor. You can use the camera marker in your object definitions like any other unit you place. Then, those objects can be used when you create a Script Camera Effect.Script Camera Now this is the brain of the cinematic, Using the Script Camera effect, you can create your own in-game movies. Specify the player(s) for whom the movie will play. Then set the following controls as you wish: Move Camera - Select Use Area or Use Object and select any area or object that you have already defined. The camera moves to the specified object or area (for large areas, it moves to the center of the area). To ?turn off? Move Camera for a given effect, choose Off Map for the area or Empty Object for the object. Do this to make the camera rotate in place instead of move. Face Camera - Select Use Area or Use Object and select any area or object that you have already defined. The camera rotates to face the area or object specified. (Again, for large areas, the center of the area is the focal point.) To ?turn off? Face Camera for a given effect, choose Off Map for the area or Empty Object for the object. Follow - Check this box to have the camera follow the object specified under Move Camera. If the camera is both moving with an object and facing an area, you might want to check this box to ensure the camera can stay pointed towards the area while it is moving around with the object. Track - If Track is checked, the camera continues to face the object specified under Face Camera even if the object moves. Scroll Speed - Set the speed of the camera?s movement: Snap (i.e., the camera cuts immediately) or choose a number from 1 to 99. 99 is the slowest. Zoom Level - Set the level of the zoom from -50 to 50, or choose ?Current? to use whatever the current zoom level is for the player. 50 is a wide shot of the ground from high in the air, 0 is a ground-level close-up, and -50 looks up towards the sky from ground level. This is the same way the zoom (mouse wheel) functions when you are in the Scenario Editor. TIP: Place Camera Markers in your scenario to set an exact view with the camera. A camera marker marks the view shown on your screen at the moment you place the marker. This allows you to set up a camera shot without using a defined object (e.g., a tree or building) or area as a reference point. See Placing Camera Markers in the Unit Placement Screen section, earlier in this chapter, for more information. Media I've seen alot of people having trouble with these so here is how you use them: Play sound Causes the specified sound file to play. The sound file must be in MP3 or.wav format and be saved in the.\data\sounds directory under the Empire Earth root directory. Be sure to enter the extension of the file in addition to the file name. This effect could be used, for example, to give vocal directions or special audio cues. You can change the Hints, Instructions, and set the Loss and Victory text. You may either use Add Line to add your new text to the end of the old text, or select Clear to delete any specified text. Adding a line will automatically insert a carriage return for you, so the next line of text will appear on its own line. Send Dialog Lets you send a dialog message to the specified player(s). A dialog message appears in the top-center of the screen, as opposed to a chat message, which appears at the left just like in a regular game. Object - Specify a defined object. The dialogue message will seem to come from the object. The portrait of the unit appears next to the message and the camera moves to look at it. Player - Specify the player(s) to whom this dialog message is being sent. File Name - You can specify an MP3 or a.wav file to play along with the dialog message. This could be a voice over of the message, for example. Message - Type the dialog message in this field. Camera Scroll Speed - Set the speed that the camera moves to the specified object. The camera automatically zooms in on the specified object, and follows the object if it moves. You can set the scroll speed to Off (the camera does not move to the object), Snap (the camera cuts to directly face the object), or a speed from 1 to 10, 10 being the fastest. Duration in Seconds - This controls how long the message stays on the screen. If an audio file is specified, the dialog will stay on the screen for the time it takes to play the audio file plus the time specified here. If no file is given, the message remains on screen for the amount of time specified here. When any dialog completes, any sounds currently playing may be cut off. Send Chat Message Sends a chat message you provide to the specified players. The message appears in the chat area of the screen as opposed to the dialog area (the chat area is in the upper left area of the screen - right below the options icon). Player ? Specify the player(s) to whom this chat message is being sent. Duration in Seconds. This controls how long the message stays on the screen. Message ? Type the chat message in this field. That's it for Media. Moving on to the other parts of cinematics. These two Player Effects allow you to fade in the screen from black or fade out to black for the specified players. They each last for about 3 seconds and function only in Cinematic Mode. To find these effects go to Effects then in the drop down menu select Player. Search through the list of Player Effects and you'll find them. Include in Cinematic Check this box if you want the trigger to be evaluated during Cinematic Mode. This is set OFF by default, meaning the trigger is evaluated only while the scenario is in progress and no cinematic is playing. Nightstar (a forumer) used this technique to have the camera circle a wonder that was under construction. The camera does not move in a curve between two camera markers, but in a straight line. So, to give the appearance that the camera is moving in a circle, you will have to place many camera markers around the object you want to circle. WHAT CAUSES EE TO CRASH DURING A SCENARIO a) Spawning a transport unit with a resource on it. For example, if you try to spawn a helicopter transport on the map with 1 or more stone on it the game will crash. I am fairly certain that this is the case with ALL transport units (cargo trucks, helicopter transports, transport ships, etc).For instance your explanation of the planes with flight time equal to 0 was vague in regards to what effect you apply to the planes and when. If you could add a bit more clarity to it, that'd be awesome. Remember that this thread is designed to help everyone who is interested in scenario design, not just experts Also. If anyone has questions about the scenario editor that have not been addressed yet in this thread, do not hesitate to post them here.The whole sea was ours, and, with all the gates of the horizon open, real peace and freedom were wafted down from the firmament itself. It was as though the fresh salt tang in the air, and all the blue purity that surrounded us had washed and cleansed both body and soul. You may also want to add a layer of sand that is different from that of the rest of the map around the perimeter of the pyramid. Now player x's wood stockpile will be filled everytime player x has less than 1000 wood.This one's real simple.Simply declare for condition anything you wish(if the unit is out of city, which is the case for my scenario-although I didn't implement a way to stop food consumption when in city, which is possible,but if you want to know that contact me through posting comments and I'll figure out how!)Then select condition true for -the time it takes to consume some amount of food(in my case 30 food per minute that means for 60 seconds condition is true).And for effects select Set Attribute which you get through effect type-player-set attribute level.Then select decrease by whatever amount you want.Also make sure that the trigger is looping. Forbidden zone trigger: Set the object you want to restrict(for example a villager) as object.Then select in area, set the area.Then create an effect which tasks the object away from that particular area.(my suggestion here is you must create an obstacle to prevent the person from entering the area, for example walls,trees etc to supplement this effect.Other wise you might have to use and condition selecting all the possible areas through which the object can reach that forbidden area, and believe me that's frustating in terms of scenario design- because you may be wanting the player not to reach an area at all.So what's I'm trying to get at is that obstacles help prevent a player from entering an area which you don't want to enter or the place that you want them to enter after a certain period.Obstacles may be cliffs,trees etc.)then set the trigger to be looping with condition object in area (in this case citizen in area-whatever area you don't want him to enter)and effect task to new destination(task to another area). If any of these is unclear please let me know, I will send specific scenarios explaining how to do this. Final trick is creating a cinematic. Then select the script camera and duplicate it four or five times.Hopefully the forum people will keep this thread stickied so that everyone in the EE scenario designing community can have a point of reference for a ton of scn design techniques and tricks that they otherwise might have forgotten or never knew about. Ive been sifting thru the old threads in this forum looking for stuff, and I have found quite a few cool things. I will of course continue to add in the things you all come up with. C h e r u b a t Empire Earth Heaven - A d m i n i s t r a t o r a n d D e v e l o p e r o f Degrees of Zero Design The whole sea was ours, and, with all the gates of the horizon open, real peace and freedom were wafted down from the firmament itself. It was as though the fresh salt tang in the air, and all the blue purity that surrounded us had washed and cleansed both body and soul. I dont suppose theres a way to hyperlink from one part of the page to a different part of the page in this forum, is there. It was as though the fresh salt tang in the air, and all the blue purity that surrounded us had washed and cleansed both body and soul. I think the plan is to eventually have one, but it may be something of years until HG gets around all the issues and has one for each heaven. If anyone from EEH is familiar with wiki software, and has some time to set one up, it would be a great resource for designing knowledge.Penguini once you get the table of contents up if we can't hyperlink then we can just ctrl f it and have the titles of the sections corrisponde with the table of contents. The whole sea was ours, and, with all the gates of the horizon open, real peace and freedom were wafted down from the firmament itself. It was as though the fresh salt tang in the air, and all the blue purity that surrounded us had washed and cleansed both body and soul. Is this table of contents good.Also, to turn it off it must be pressed, strangely, 15 times. Also, you should add about the RMS to give red cliffs, and using a winter map for gray cliffs. The red cliffs are not a mod, they are part of the game, the sahara script simply unlocks them in a scenario, and then the cliff type is saved as part of the scenario (either normal, winter or rocky). They would be really good for a scenario on say Mars for example, or any other time where they suit the scenario more than the normal cliffs.The goal is to make everything easy to understand. If anyone is confused by anything in this thread, please let me know, and I'll try to clarify it.C h e r u b a t Empire Earth Heaven - A d m i n i s t r a t o r a n d D e v e l o p e r o f Degrees of Zero Design But why not share and help make it possible for everyone to make high quality scenarios. C h e r u b a t Empire Earth Heaven - A d m i n i s t r a t o r a n d D e v e l o p e r o f Degrees of Zero Design Empire Earth 2 EE2 Discussions EE2 Multiplayer Strategy EE2 Scenario Design EE2 Modding Forum Empire Earth 3 Empire Earth 3 Strategy Empire Earth 3 General. Private Forums HG Main Staff Forum HeavenGames Age of Empires Heaven Age of Empires III Heaven Age of Kings Heaven Age of Mythology Heaven Age of Wonders Heaven Battle for Middle Earth II Heaven City Builders Heaven Empire at War Heaven Empire Earth Heaven Empire: Total War Heaven Empires Heaven Medieval 2: Total War Heaven Napoleon: Total War Heaven Rise of Legends Heaven Rise of Nations Heaven Rome: Total War Heaven Stronghold Heaven SW:GB Heaven Total War: Shogun 2 Heaven. Ignorance of our reviewing policies General Guidelines They are written for both the scenario designer and Obviously, If you are pointing out something Do as much as you can to help the designer Try to always say We cannot stress this point enough; The I've seen far too many reviews This does not need to be lengthy, sometimes Before we detail what we expect for each category, there are some general scoring All of the categories are subjective, some more Also, take special note of a few things that should NOT affect the score of This is simply Lots of designers like A scenario does not need to have very many Scores should be based on playing These extra items are A scenario should Note that the Categories for Movies One thing to look out for when reviewing is to only For example, if you hate playing Lag is another playability If a player is ever confused Anything that If a player is able to complete A player should not win by luck, Are the dialog lines Balance is slightly different from Playability and Creativity although it involves If you had to build and upgrade your units between Are you still challenged by the scenario If the answer to all these is yes, it gets a high There's nothing Map design is one of the few categories that's very easy to define and give a A random map is a 3.