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What exactly is a junk trigger? Like spawning a flag in the corner or something?
This happens mainly due to lag, to counter this you must adjust the Anti-Delete System for some seconds to make sure no one is booted due to lag.
The Lag based trigger is Applied in CBA (v8 and above), you need to search that in Triggers but if you select it there is a chance some effects might not works so need to copy them in AOKTS very carefully.
The trick is that you detect the king only some seconds after the building was destroyed
to eliminate the chance that due to lag no hawk has been created yet.
Every raze a hawk will be created.
then i made this triggers:
Trigger 1: (for every building wich should be anti delete)
on / not looping.
condition 0: destroy object.
effect 0: create king
effect 1: task king
effect 2: activate Trigger 2
effect 3: activate trigger 3
Trigger 2: (for every player)
of/not looping
Condition 0: object in area : hawk
Effect 0: deactivate Trigger 3
Trigger 3: (for every player)
of/ not looping
condition 0: Object in area: king (some tiles away from the start)
effect 0: what ever i want to do with the deleter
Trigger 4:
on/ looping
effect 0: Remove king. (before his destination)
effect 1: Remove Hawk (some tiles from the start)
The trick is that you detect the king only some seconds after the building was destroyed
to eliminate the chance that due to lag no hawk has been created yet.
Every raze a hawk will be created.
then i made this triggers:
Trigger 1: (for every building wich should be anti delete)
on / not looping.
condition 0: destroy object.
effect 0: create king
effect 1: task king
effect 2: activate Trigger 2
effect 3: activate trigger 3
Trigger 2: (for every player)
of/not looping
Condition 0: object in area : hawk
Effect 0: deactivate Trigger 3
Trigger 3: (for every player)
of/ not looping
condition 0: Object in area: king (some tiles away from the start)
effect 0: what ever i want to do with the deleter
Trigger 4:
on/ looping
effect 0: Remove king. (before his destination)
effect 1: Remove Hawk (some tiles from the start)
This looks very promising, no false deletes on my ram test! Thank you so much!
Take a look at my Kings Blood map, I've played it countless of times and I've never seen someone punished for deleting when their buildings were razed. It could be that the triggers Gallas quoted are not 100% correct, it's been many years since I last made any anti-delete triggers >.<
In Kings Blood, the anti-delete triggers looks exactly like this:
C: Object Destroyed
C: Timer: 5
E: Activate Trigger: Delete Detection 1:2
Delete Detection 1:2 (Off/Not looping)
C: Timer: 6
E: Display Instructions
E: Kill Object
E: Send Tribute
Have Raze (On/Looping)
C: Accumulate Attribute: Raze 1
E: Activate Trigger: Razecounter
E: Create Object: Villager
E: Task Object: Villager
E: Send Chat: Villager created
Razecounter (Off/Not looping)
C: Accumulate Attribute: Raze 1
E: Send Tribute
E: Send Tribute
E: Send Tribute
E: Send Tribute
E: Change Object HP
E: Activate Trigger: Razing Made
E: Activate Trigger: Stop Raze
Razing Made (Off/Looping)
E: Deactivate Trigger: Delete Detection 1:2 (for all players and all buildings)
Stop Raze (On/Not looping)
C: Timer 6
E: Deactivate Trigger: Razing Made
I hope this helps.
The trick is that you detect the king only some seconds after the building was destroyed
to eliminate the chance that due to lag no hawk has been created yet.
Every raze a hawk will be created.
then I made this triggers:
Trigger 1: (for every building wich should be anti-delete)
on / not looping.
condition 0: destroy object.
effect 0: create king
effect 1: task king
effect 2: activate Trigger 2
effect 3: activate trigger 3
Trigger 2: (for every player)
of/not looping
Condition 0: object in area : hawk
Effect 0: deactivate Trigger 3
Trigger 3: (for every player)
of/ not looping
condition 0: Object in area: king (some tiles away from the start)
effect 0: whatever I want to do with the deleted
Trigger 4:
on/ looping
effect 0: Remove king. (before his destination)
effect 1: Remove Hawk (some tiles from the start)
+1 this worked for me. Except I needed to add a couple things. You need to make an accumulative razing for each razing and each player up to your max razings in your map. Then create a razing deactivate 1 razing after the max in your map to stop the kill effect. Also each player needs to spawn their own kings, and the king removal has to be further than the kick detection. Great work otherwise
Trigger 1: ON, loop
Effect: damage FLAGX by 1 HP
Trigger 2: ON, loop
Condition: Player has 1 raze
Effect: Players sends 1 raze to gaya
Effect: Create FLAGX (it has 1 HP)
Effect: dagame FLAGX by -1 HP (now it has 2 HP)
Trigger 3: ON
Condition: Destroy object: gate/tower
Condition: Object in area: FLAGX
Effect: deactivate trigger 4
Trigger 4: ON
Condition: Destroy object gate/tower
Effect: Do something against player
I discovered the raze trigger will sometimes fire on the next trigger cycle causing false positives, I have over come this.
You will also only need 1 trigger per building.
Trigger 1: ON, loop
Condition: Object in area Gaia map revealer - amount 1.
Effect: Create Gaia map revealer on same location.
You need 1 trigger per player and choose the location unique to each player.
Trigger 2: ON
Condition: Destroy bulilding
Effect: Create Gaia map revealer on same location as before specific to who owns the building.
Set for all buildings. You can also use own fewer objects.
Trigger 3, ON, loop
Condition: Accumulate raze.
Effect: Tribute raze to Gaia.
Effect: Remove map revealers from all players location set in other triggers.
If you are using the resources “Px razes” or “Razed by Px” you will need to only remove the map revealers of the player who was razed location.
Trigger 4, ON
Condition: Object in area 2 map revealers in players location.
Effect: Kill player.
Example if you want the market an un-deleteable building then:
Trigger 1: ON, loop OFF
Effect: Display instruction
timer: 99999
number: 9
text: up-effect 0,0,84,54,64,1
Trigger 1:
C: Own fewer Objects: P1, Class: Gate, Area: location of the gate
E: Gaya sends 1 [unused resource] to P1
Trigger 2, Loop (optional):
C: Accumulate Attribute: P2, "P1 razings", Amount: 4
C: P1 is enemy for P2
E: P2 sends 4 "P1 razings" to Gaya
E: P1 sends 4 [unused resource] to Gaya
Trigger 3, Loop (optional):
C: Accumulate Attribute: P2, "P1 razings", Amount: 2
C: P1 is enemy for P2
E: P2 sends 2 "P1 razings" to Gaya
E: P1 sends 2 [unused resource] to Gaya
Trigger 4, Loop:
C: Accumulate Attribute: P2, "P1 razings", Amount: 1
C: P1 is enemy for P2
E: P2 sends 1 "P1 razings" to Gaya
E: P1 sends 1 [unused resource] to Gaya
Trigger 5, Loop:
C: Accumulate attribute P1: [unused resource], Amount: 1
E: P1 sends 1 [unused resource] to Gaya
E: Do something against P1
YOU CAN CREATE THEM ANYWHERE AND THEY STACK>
When making detection triggers, FLAGS are the best choice in my opinion