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  • #31
    The checkflag looks fine Archangel, the problem is most likely in the setting of the flags. You need to have the "continuous" modifier word in the setflag statement. If you don't have the continous word in every one of the setflags then the statment you have typed above will only trigger if the Germans take all four cities on the same turn. I know that sounds crazy, but rule number one in computer programming is that computers do what you tell them to do, not what you want them to do.

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    • #32
      Wow, Tot events look interesting...
      [This message has been edited by Michael Jeszenka (edited November 12, 1999).]
      Re-elect Bush!

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      • #33
        William, I have the continuous modifier on every one of the flags. But even if that was the problem, I cheated as the Germans and conquered all the cities on the same turn...

        Can I send you the whole scenario so you can see yourself?

        BTW, on the technology problem, I haven't solved it but I've worked my way around it so it isn't a problem anymore.

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        • #34
          The event certainly looks correct. Do you initialize your flags (using the InitFlag statement) at the start of the events file?

          Another possibility is that the event is triggering, but the results aren't apparent until the end of the turn--i.e. the game will end at the beginning (or even the end) of the next turn. We ran into this a lot during development; the processing sequence for turns sometimes makes it seem as if an event has triggered on the turn after the one on which it's supposed to trigger. Have you waited a turn or two to see if that's the case?

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          • #35
            Send it to me Archangel.

            BTW how did you handle unit animations and do you still see the default unit animations?

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            • #36
              Whoops!

              I forgot to add in the @initflag! I'll try it out and see if it works...

              William, on the animation I just deleted all the sprites from the original directory.

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              • #37
                It worked! But the turn needs to end first.

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                • #38
                  Argh! It looks like the delay modifier isn't working for me. Here is an example event that uses the delay modifier.

                  @IF
                  turn
                  turn=-1
                  @THEN
                  createunit
                  owner=Allies
                  unit=British Division
                  count=4
                  veteran=yes
                  homecity=none
                  locations
                  45,47
                  39,47
                  35,47
                  31,51
                  29,49
                  28,52
                  24,52
                  24,56
                  17,57
                  14,60
                  10,56
                  18,46
                  12,36
                  endlocations
                  Delay
                  delay=4
                  @ENDIF
                  It is past turn 4 and I haven't seen any troops created from this. I am using the delay modifier correctly?

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                  • #39
                    I think whats wrong is the setup of the event.... I believe it should work now.


                    @IF
                    TURN
                    turn=1
                    @THEN
                    DELAY
                    delay=3
                    createunit
                    owner=Allies
                    unit=British Division
                    count=4
                    veteran=yes
                    homecity=none
                    locations
                    45,47
                    39,47
                    35,47
                    31,51
                    29,49
                    28,52
                    24,52
                    24,56
                    17,57
                    14,60
                    10,56
                    18,46
                    12,36
                    endlocations
                    @ENDIF
                    Civfan (Warriorsoflight)

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                    • #40
                      I agree with what CivFan suggests and in addition I beleive there is a limit of ten locations.

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                      • #41
                        I changed the position of the delay modifier and it still didn't work. I have similar events except that the units don't have 10 locations, and it doesn't work for them either.

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                        • #42
                          The structure seems right..... Except, whats the count=4? Might not be working because theres more than 10 locations..... Maybe try 5 locations instead......Before you had the Turn=-1, did you change that to Turn=1?
                          Civfan (Warriorsoflight)

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                          • #43
                            There is absolutely a limit of ten locations per CreateUnit action.

                            Also, each location should have a map field, like this:

                            35,64,0

                            Last but not least, try changing the Turn to something other than Turn=1. The first turn has some unusual characteristics, and it's generally a good idea not to tie delayed events to it. (There's not enough room to be specific here, and it's pretty technical, anyway. Trust me.)

                            Hope that helps.

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                            • #44
                              I'm not using turn=1. I'm using turn=-1. The problem is with every event that uses the delay modifier. I have some events where there are only 3 unit locations, but they don't work because of the the delay modifier. Does the delay modifier work for the Midgard scenario? Is there any scenario that has been made that sucessfully uses the delay modifier? How come mine won't work?

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                              • #45
                                I'm not sure. Mick used Delay all the time in the Midgard and Fantasy games, so that's not the problem. Look at the events.txt for Midgard--maybe some examples that work will help you find the problem.

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