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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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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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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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
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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
@ENDIFCivfan (Warriorsoflight)
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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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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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