Hi where do i find the trigger editor

Hi i like to make a scenario. For this i need to let units swawn automatic out of a house castle town hall etc. I have learned online that you need to make triggers in the editor. But i cannot find the location of the trigger editor .online there is no documentation about this. PLS help me.

Chat gbt tells me this: i need to push the letter T and a screen will pop up. With 3 tabs . Where you can edit triggers.

and google gemini: option 1: Reset the Layout (Most likely fix)

  • Go to the top menu bar: Window

  • Click on: Reset Window Layout

  • Check the bottom or right side of your screen for a new tab called “Triggers”.

Option 2: The Scenario Menu

  • Go to the top menu bar: Scenario

  • Look for: Trigger Editor (or just “Triggers”)

Option 3: The Tools Menu

  • Go to the top menu bar: Tools

  • Look for: Trigger Editor

Nothing happening when i press t . And cannot find option Anywhere.

Grtz Braindeath

Here’s an English reply you can send (clear + factual, and it explains why T / Trigger editor doesn’t show up, and what to do instead in AoE4 Crafted Maps):


Hi Braindeath,

In Age of Empires IV’s Content Editor (Crafted Maps) there isn’t a “Trigger Editor” like in older RTS editors, and the “press T to open triggers” tip is simply not applicable here (it’s either for a different game/editor, or outdated info). That’s why nothing happens when you press T, and why you can’t find a “Triggers” panel in Scenario / Tools / Window.

If your goal is automatic unit spawning (units coming out automatically / periodic spawns / etc.), the correct way in AoE4 is to use SCAR scripting + SCAR markers placed in the map.

What you need to do instead (AoE4 way)

  1. Place markers in the map (Content Editor)
    Example names per player:
    mkr_start_pos_p1, mkr_start_pos_p2, …

  2. Create a SCAR script that reads those markers and spawns units.
    Here is a minimal working structure (example: villager spawn per alive player):

print("[SPAWN] LTW_spawn.scar loaded")

function GetRecipe()
    local recipe = {
        modules = {},
        onStart = {
            intelEvent = "",
            expositionCamera = {},
            titleCard = {
                icon = "icons/campaign/campaign_angevin_the_conquest",
                location = LOC(""),
            },
            actions = {},
        },
    }

    local n = World_GetPlayerCount() or 0
    print("[LTW] World_GetPlayerCount=" .. tostring(n))

    for idx = 1, n do
        local p = World_GetPlayerAt(idx)
        if p ~= nil and Player_IsAlive(p) then
            local mkr = LTW_GetPlayerSpawnMarker(idx)
            if mkr ~= nil then
                table.insert(recipe.modules, {
                    type = "UnitSpawner",
                    player = p,
                    spawnLocation = mkr,
                    units = {
                        { type = "scar_villager", numSquads = 1 },
                    },
                })
                print("[LTW] Spawn queued idx=" .. tostring(idx) .. " marker=mkr_start_pos_p" .. tostring(idx))
            end
        else
            print("[LTW] Skip idx=" .. tostring(idx) .. " (nil player or not alive)")
        end
    end

    return recipe
end

Marker helper:

print("[MARKERS] LTW_markers.scar loaded")

function LTW_GetPlayerSpawnMarker(idx)
    local markerName = "mkr_start_pos_p" .. tostring(idx)
    local mkr = Marker_FromName(markerName, "Player Spawn")
    if not mkr then
        print("[LTW] ERROR: Marker not found: name=" .. markerName .. " type=Player Spawn")
        return nil
    end
    return mkr
end

Optional core init example:

print("[CORE] LTW_core.scar loaded")

function LTW_Core_Start()
    LTW_RevealFullMap_AllPlayers()
    Rule_AddInterval(LTW_RevealFullMap_AllPlayers, 1)
    print("[CORE] schedule TP init")
    Rule_AddOneShot(LTW_TP_Init_AllSlots, 1)
end

Important note

You must ensure:

  • your markers are actually present in the map (correct names),

  • your SCAR files are in the correct mod/script folder, and

  • the map is configured to load/run the SCAR (SCAR entry point / recipe).

So: no trigger panel to “find” — for auto spawning, it’s SCAR + markers.

Best regards.

in this script is scar_villager one unit you can change with the blueprint and can change for mor unit

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