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Basic of an AoS

Level 7
Joined
Aug 14, 2006
Messages
122
What is an AoS?

An AoS(Aeon of Strife) is a map where all the players select one hero, an then appear in a computer controlled base, how many such bases there are can vary. Most AoS'es have mostly 2 or 3 bases.
The bases also spawns units regulary, which sometimes look different but have the same stats to ensure balance.

Right, so how do i make the units spawn and attack?

To do so you must first make Regions(to do so enter layer, then regions) first make a region for where they shall spawn and call the something which you remember(Like: Creep Spawn 1). Then make regions for the path that the units will follow(like make one right up from the first regions, then make one that turns right and so on, and the last within one of the enemies base).

After having made the regions you go in the trigger editor and can make something like this:

Spawn Trigger:
  • Events
  • Time - Every 60.00 seconds of game time
  • Conditions
  • Actions
  • Unit - Create 20 Footman for Player 1 (Red) at (Center of Creep Spawn 1 <gen>) facing Default building facing degrees
Replace the number 20 with how many units you want to create, replace Footman for what unit and Player 1 to what player the units should go to.

To make them attack create a trigger like this:
  • Events
  • Unit - A unit enters Creep Spawn 1 <gen>
  • Conditions
  • (Owner of (Triggering unit)) Equal to Player 1 (Red)
  • Actions
  • Unit - Order (Triggering Unit) to Attack-Move To (Creep Move 1 <gen>)
To find the owner of triggering unit you have to go to Player Comparison in Conditions, and Unit ordering its Unit - Issue Order at Point.
Replace the regions(Creep Spawn 1, and Creep Move 1) with your own. And replace Equal to Player 1 with the player that is the comp of that faction.


Okay, then what about the heroes?

You have to make a way of creating the heroes, there is several ways to do that.
I will explain one of the ways, do so that a player who are not in game(example, Brown if there is no brown player) have a hero unit somewhere in mapw here other units can reach(example: on the top of a cliff, surrounded by boundaries, etc) and in front of him make a Circle of Power(Unit layer, neutral passive under campaigns).
Then make a Region inside the circle of power.
Then create a Hero chooser unit, which is invulnerable and have no attack in the object editor, and make one such unit at where youl make the heroes for all the players.

Then go in trigger editor and do this:
  • Events:
  • Unit - A Unit enters Hero Select <gen>
  • Conditions:
  • (Unit-type of (Triggering Unit) Equal to Hero Selector
  • Actions:
  • Unit - Create 1 Paladin for (Owner of(Triggering Unit)) at (Center of Hero Spawn <gen>) facing default building degrees
  • Unit - Remove (Triggering Unit) from the game
Replace the Paladin with the hero in front of the cricle of power, and replace Hero Selector with the unit you made to select heroes.

What about winning?

There are several objectives that can be used, now i'm going to take an example in one which is most commonly used. That one side have to destroy a certain building in the enemies base. This can be used with a simple trigger(one for both sides).

  • Events:
  • Unit - Winning_Building 000 Dies
  • Conditions
  • Actions
  • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
  • Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
  • Game - Defeat Player 3 (Teal) with the message: Defeat!
  • Game - Defeat Player 4 (Purple) with the message: Defeat!
Replace Winning_Building 000 with the building thats hould be destroyed, and players regarding which team. Ie here Red and Blue destroye dthe objective so they win, while teal and purple failed to defend it. You have to make a winning trigger for all sides, remember that if you have more than 2 sides then you should remove that the other sides take a victory, since that happens automaticly when the other players have left/are defeated.


But what when a hero dies, then he cant come back unless all have a Altar!


That can also be fixed with triggers, first you need to make a Region for each of the teams where their hero will respawn. You must also make aWhen you have done that you make a trigger like this:

  • Events
    • Unit - A unit Dies
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ((Triggering player) is an ally of Player 1 (Red)) Equal to True
      • Then - Actions
        • Wait 30.00 seconds
        • Hero - Instantly revive (Triggering unit) at (Center of revive spot 1 <gen>), Hide revival graphics
      • Else - Actions
        • Do nothing
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ((Triggering player) is an ally of Player 4 (Purple)) Equal to True
      • Then - Actions
        • Wait 30.00 seconds
        • Hero - Instantly revive (Triggering unit) at (Center of revive spot 2 <gen>), Hide revival graphics
      • Else - Actions
        • Do nothing
You have to replacerevive spots with the revive regions you make yourselfs, the Wait on how long time it takes before they come back and such. The if conditon you must replace the Player with a player in the team that the base is in, that way the heroes wont revive in the same place.


Hey I wanna add random heroes to, how may i do that?

It is possible but first you must make a variable, go to the variable section within the triggers editor and do following:

Make the type Unit Type and call it something like Random_Hero_Type
Set the array to how many different heroes you have.

Then make this trigger:

  • Set Random Hero
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Random_Hero_Type[1] = One Of Your Heroes
      • Set Random_Hero_Type[2] = Another Of Your Heroes
      • Set Random_Hero_Type[3] = And Yet Another Hero
      • Set Random_Hero_Type[4] = ETC.
When you have done that(You should mark the [Number]'s, they are the important part) you should make a trigger exactly like the ones you did for making heroes, but you have to make a change which i will show below:

  • Create Random Hero
    • Events
      • Unit - A unit enters Random Hero Select <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Hero Selector
    • Actions
      • Unit - Create 1 Random_Hero_Type[(Random integer number between 1 and 17)] for (Owner of (Triggering unit)) at (Center of Hero Spawn <gen>) facing Default building facing degrees
      • Unit - Remove (Triggering unit) from the game
You see that instead of definind a certain hero we used the variable? The most important part of this trigger is the "Random integer number between 1 and 17" you have to replace 17 with the last number of heroes you have made(for example if you have made 8 heroes then it will be 1 and 8, but remember to make all these in the ohter trigger regarding random heroes). This is under the Maths category.


But how do I make so that the ones who send units give gold to the ones who killed them?

Thats done with one simple trigger like this one:

  • Make Spawning Units Give Gold
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Player - Turn Gives bounty On for Player 11 (Dark Green)
      • Player - Turn Gives bounty On for Player 12 (Brown)
Replace the player numbers with the players that you have made as the spawners. To modify gold gain you have to use the Object Editor, scroll down until you come to Stats - Gold Bounty Awarded and modify it.




Christers
 
Last edited:
Level 7
Joined
Aug 14, 2006
Messages
122
Yeah when i wrote it i suddenly had bad time, so i had to finnish quick. I will add more on it when i come back from school.

Shados said:
Jesus, do some research please! For one, AoS does not stand for "Age of Strife", it's "Aeon of Strife"! It also needs to be much longer and detailed.


I remembered that someone told me the name once, but i must have forgotten that it was Aeon and not Age. Sorry, its edited.

Christers
 
The dota template is far better than anything that Christers could produce I reckon. Also TH has nothing against other sites linking to the template, not like they made dota either so.

Well i think dota template is the best but it's simply not for begginers. They can add these triggers to their maps, but will they understand them?
I just thought Christers could produce something a bit less functional, but in the same time, easy to learn.
 
Level 7
Joined
Aug 14, 2006
Messages
122
Well i've added revive and winning, i'l add some more later like difficulties(with dialogs), how to make so that gold is coming to all the players according to the difficulty, some screenshoots, and a template map soon.

Is there anything else i should add?

Christers
 
Level 7
Joined
Aug 14, 2006
Messages
122
I have addeda few more things, how to take random heroes and how to make spawning comps give gold. I dont have time for much more right now, but I'l soon make a small map with these things in and with descriptions, and add a few more things to the tutorial.

Christers
 
Level 11
Joined
Oct 13, 2005
Messages
233
The tutorial is really just not detailed enough. You only cover specific things and some aren't detailed enough, such as creep spawning. Most newbies will want to, let's say spawn units at a building and when the building dies have them not spawn anymore. The most important thing, I think, is that your tutorial doesn't explain the AoS genre fully. You should also go into dealing with balance: units-heroes, towers-units, towers-heroes, heroes-heroes, etc.

Also, you seem to go into various questions almost too suddenly. First you're explaining what are some of the most basic things about an AoS and then suddenly you just jump to Questions & Specific Answers. I think it needs a kind of in-between part. Something like "There are many important elements in a AoS", and then go into each individual thing, explain various approaches to each, and maybe provide a trigger for them.

An example map would really help people who learn best by messing with already-working code and seeing how each little thing works. Well, this is all for now. Hopefully you will work much more on this tutorial.
 
Level 32
Joined
Oct 23, 2006
Messages
5,291
???

Have you lost track of this project?

Wolverabid said:
Greetings Christers;

Are you planning to update your Basics of an AoS tutorial?

I think that more content would be helpful and a sample map would push this submission right over the top.

Try to work on this as soon as you can. I have to make decisions regarding the tutorial submissions and would like to see this one approved after a little more improvement.

Thanks.
 
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