Gen_Rhys_Dallows
Jedi Knight
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posted 06-08-17 10:55 AM EDT (US)

EXPANDING FRONTS NEW AND ENHANCED TRIGGER GUIDE
The Expanding Fronts mod adds a host of new trigger Conditions and Effects to Star Wars Galactic Battlegrounds, as well as improvements to some of the vanilla ones. This thread contains descriptions of all of them, and how to effectively use them in your scenarios.
NEW FEATURES AND FUNCTIONS Inverted Conditions - You can now invert Trigger Conditions, causing them to activate their effects when said Conditions are NOT met. You can do this by unchecking the tickbox just above the Conditions list.
Off-Grid Placement/Collision Disabling - Units and Objects can now be placed off of the grid, and have the option to ignore terrain/collision restrictions when placed. Using this, you can create more natural looking environments, and complex structures without using Map Copy or external editing tools. The shortcut Ctrl+S activates this feature. Pressing Ctrl+S cycles through following states: - default - no terrain/collision restriction, grid placement - grid placement disabled - no terrain/collision restriction, no grid placement (NOTE: Solid objects placed off grid can have negative impacts on the pathfinding of units. Ensure that any areas that units are intended to travel through are wide enough to negate these issues)
New Cliff Types - You can now cycle between multiple cliff types for use in your scenario by pressing Ctrl+Q. There are currently eight new added cliff types to pick from.
More Descriptive Conditions/Effects - Instead of just being listed as numbers, Conditions and Effects within a Trigger now display their names, and a short description of their effects.
New Map Sizes - Six new map sizes can now be generated: Huge (255x255), Massive (320x320), Enormous (400x400), Colossal (480x480), Titanic (560x560), Insane (640x640). NOTE: This feature is still being tested, and generating/playing maps at sizes above Huge (255x255) may cause unpredictable results, including broken unit pathfinding, or crashes.
New Terrain - Over 30 new terrain patterns have been added to the game, including terrain variations for all of EF's new trees and Carbon rocks variants. These can be freely used in your scenarios, as well as in random map scripts.
NEW CONDITIONS Alliance State - You can now detect current the state of an alliance between two players.
Area Explored - This new Condition detects when a selected area of the map has been uncovered by a player. By selecting the area, and typing a percentage into the quantity box, you can decide how much of an area must be explored before the Effects activate.
Unit Variable (Equal / Greater or Equal) - This pair of new Conditions detects when a unit has attained a certain quantity of an available variable; for an example, a set amount of HP. Using it, you can make make heavily injured units slower, and other such effects.
Per Mille Chance - Random chance. Enter an amount between 0 and 1000. Entering 0 is no chance that the condition will fire, entering 500 will fire half the time, and entering 1000 will fire every time.
CHANGED CONDITIONS Accumulate Attribute - Over 200 new selectable attributes have been added to this Condition, allowing you to track more properties than ever before, including kills to and from individual players. When combined with the new Tribute Effect, you can create functioning shop and EXP systems with more ease than ever before. The additional Attributes must be enabled via the Expanding Fronts launcher.
Objects in Area - A dropdown list has been added to this Condition that allows you more control over detection functionality. You can now choose if the Condition will detect garrisoned or ungarrisoned units in the selected area.
NEW EFFECTS Give/Remove Ability - These Effects are used to enable and disable special attributes on a unit or object. The values below determine which property will become active. 1. Garrison unit - Unit can garrison other units 2. Ship unit - Unit is classified as a ship 4. Stealth unit - Unit cannot be seen by non-detector units unless attacking 8. Detector unit - Unit can detect stealth units 16. Mechanical unit - Unit can be repaired by Workers 32. Biological unit - Unit can be healed by medics 64. Self-shielding unit - Unit can generate its own shielding 128. Invisible unit - Unit has no visible graphic You can activate/deactivate multiple properties within the same Effect by adding the values of two or more abilities together. For example, entering '12' will affect both the stealth (4) and detector (8) attributes.
Change Unit Data/Change Unit Property Object - An immensely powerful new trigger Effect, Change Unit Data and Change Unit Property Object put the capabilities of the Genie Editor into the game itself, allowing you to alter almost any property of any unit using simple text commands. These two Effects are listed together because they effectively do the same thing, but by different means. Let's say, for example, you wanted to change a Trooper's range to 20. Using Change Unit Data will allow you to select a single unit, or every unit of a specific type on the map, as many of the default Effects allow. Change Unit Property Object takes this a step further, and universally alters the chosen unit to carry the new stats, meaning that Troopers who haven't even been created yet will spawn with the altered stats. Knowledge of how the Genie system works will help to make the most of this Effect, but the basics are very straightforward.
Change Unit Data/Property Object work using a text prompt, and commands must be manually typed in. These commands are divided into three parts: the Command, Variable, and Value. Some commands require a fourth part to function correctly. We'll cover those as they come up.
Command tells the game how to alter the property you wish to change. There are three available commands: ADD - will increase the value of the chosen variable by the value you enter SET - will overwrite the default value with the exact number you enter MUL - will multiply the current value by whatever you enter
Variable is the property that you wish to change; be it Range, Speed, or any number of other values. A list of these Variables and their descriptions are provided in the first post of this thread. (NOTE: The Change Unit Data/Property Object entry prompt is case-sensitive. Commands and Variables must be written exactly as shown to work. Not every variable is applicable to every unit).
Value is simply the amount you wish to change the Variable by. This number works differently depending on the Variable you select. For example, Speed can be altered in decimals (1.340), while Accuracy is measured as a percentage (0-100).
Change Unit Variable - This Effect functions very similarly to Change Unit Data/Property Object, but affects different unit properties; particularly those dealing with health and shields. Some of these carry a special fourth part to their command sequence; Time. This determines how long the Effect will be active on a unit. A list of these Variables and their descriptions are provided in the first post of this thread.
CHANGED EFFECTS Display Instructions - Display Instructions now has a much broader array of selectable text colors. By using new name tags, you can display text in 20 new colors: WHITE, BLACK, GOLD, SILVER, SLATE, PINK, MAROON, BROWN, TAN, SAND, CREAM, RUST, LIME, OLIVE, FOREST, MINT, SEABLUE, SKYBLUE, NAVY, PLUM In addition, by using the color tags <C000>-<C255> , you can select a color from any of the 256 available options in the SWGB's palette. Tevious has provided a handy chart here.
Play Sound/Send Chat When attaching sounds to this trigger, if the target player is set to GAIA, the sound will play for all players in the match.
Research Technology - A dropdown list has been added to this effect which allows greater control over how technologies can be applied - including the ability to stack the same research multiple times. By selecting one of the following items from the list, you can activate the following effects: 1. Default - No additional properties 2. Allow Stacking - Ignores previous iterations of the tech, allowing you to stack the benefits by researching it again 3. Ignore Civ Restrictions - Ignores civilization restrictions, allowing you to grant civ-specific techs to any player 4. Stacking/Ignore Civ Restrictions - Applies the effects of both 2 and 3
Tribute - Like Accumulate Attribute, the Tribute Effect now carries the same extended library of properties. ARMY STRONG "Rhys wins this thread." - Tsavong Lah | "Gen freakin wins." - Jon Rolos | "...Any mercenary force trained by you, Dallows, would be all kinds of awesome." - Flying Ace Expanding Fronts Mod[This message has been edited by Gen_Rhys_Dallows (edited 07-01-2018 @ 07:34 PM).]
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