Does anyone know whether the Delevent program deletes flag information from the save file?
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Delevent and Flags
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Interesting... I hadn't thought about that yet.
I just had a look at the events structure in the savegame and it seems the flags are also stored among the events (as a special first event without any actions or triggers). So, yes, that means they also get deleted.
You shouldn't really need Delevent, though, with ToT having such a large amount of memory available for events... Or do you have so many events that it won't even fit inside 100kB (that is, in memory, not the events.txt file)?
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It probably will, since I am trying to allow for as many different outcomes as possible, based on the players performance. And, yes, I am being enigmatic on pupose.
One more question, do alternate files correspond to the alternate scenario chosen by the computer (i.e. events1.txt with Scenario1.alt, events2.txt with Scenario2.alt)?"If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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Don't know about that... What does the manual or macro.txt say about that?
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Originally posted by Alex Woehr
It probably will, since I am trying to allow for as many different outcomes as possible, based on the players performance. And, yes, I am being enigmatic on pupose.
One more question, do alternate files correspond to the alternate scenario chosen by the computer (i.e. events1.txt with Scenario1.alt, events2.txt with Scenario2.alt)?
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Can someone help me with this event?
@IF
UnitKilled
unit=Trigger
map=0
attacker=Heros
defender=The Great Evil
@THEN
Flag
continuous
who=United Kingdom
state=on
flag=0
ChangeTerrain
map=1
terraintype=0
maprect
219,181,225,181,225,187,219,187
@ENDIF
@IF
Checkflag
who=United Kingdom
flag=0
state=on
@AND
CheckFlag
who=The Great Evil
mask=0b00000000000000000000000000000011
count=2
state=off
@THEN
JustOnce
Text
Deomras and Wulf finish off the remaining Dunlendians from around Westburnam.
^WULF: "Come, brave woman, behold the Dunlendians fleeing to their camp in
^the north! Let us prevent them from burning villages another day!"
EndText
@ENDIF
The first event apparently is triggered, as indicated by the change in terrain, but the second event never occurs. As far as I can tell, nothing has occurred that could trigger either of the flags in the @AND statement (and I did remember to initialize flags ). Any guesses?"If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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You have 2 checkflags in the second event. What are the 2 triggers for the two Great Evil flags. Are they both valid events and have they both been triggered?
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Neither of them have been triggered. The CheckFlag makes sure that they are off. The idea is that you start out with two heros, and if one of them dies, one or the other Great Evil flag is triggered, causing a different message to pop up."If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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Maybe it's because you're linking 2 checkflags with @AND. Try converting the 2 great evil OFF flags to 2 united kingdom ON flags.
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So, if I'm correct, that means the game engine does not like two triggers of the same nature linked together by @AND? That means I am in REAL trouble. Back to the drawing board...
Thanks for your help!"If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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Hmmm, I am still having problems, take a look at this:
@IF
UnitKilled
unit=Chieftain
map=0
attacker=Heros
defender=Barbarians
@AND
CheckFlag
who=Heros of Gondor
mask=0b00000000000000000000000011000000
count=2
state=off
@THEN
Text
Blah Blah
EndText
Flag
continuous
who=Heros
state=on
flag=0
CreateUnit
owner=Barbarians
unit=TriggerQ
veteran=no
homecity=none
locations
46,64
endlocations
TakeTechnology
whom=Heros
technology=14
@ENDIF
@IF
UnitKilled
unit=Chieftain
map=0
attacker=Heros
defender=Barbarians
@AND
CheckFlag
who=Heros
mask=0b00000000000000000000000011000000
count=2
state=off
@THEN
Text
Blah Blah Blah
EndText
ChangeTerrain
map=1
terraintype=10
maprect
220,204,226,204,226,210,220,210
@ENDIF
@IF
UnitKilled
unit=Chieftain
map=0
attacker=Heros
defender=Barbarians
@AND
CheckFlag
who=Heros
mask=0b00000000000000000000000011000000
count=2
state=off
@THEN
Text
Blah blah blah blah!
EndText
@ENDIF
For some reason, the first two events are activated, but the third one isn't, even though all three have the same trigger! I still have 33K left in my events heap, so I don't think it is a memory problem. Any ideas?"If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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Uh-oh! That's not good!
Maybe the remaining stack calculation in debug.txt is not completely accurate.[list=1][*]Any chance inserting JustOnce right after @THEN allows all three?[*]If you delete virtually all of your other events, do all three triggers work?[*]Do you have many Delay modifiers in your events?[/list=1]
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1. Any chance inserting JustOnce right after @THEN allows all three?
2. If you delete virtually all of your other events, do all three triggers work?
3. Do you have many Delay modifiers in your events?
By the way, great work on EA."If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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Unless someone has any better ideas, I am combining the two text messages into one event. However, I have a similiar situation with a different event that won't be as easy to solve, I fear."If you are not confused by quantum physics, then you haven't really understood it." -Niels Bohr
"The true test of your character is what it takes to stop you." -Dr. Bob Jones Sr.
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