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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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Does anyone know whether the Delevent program deletes flag information from the save file?
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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Ok, Thanks for your help!
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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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?
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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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.
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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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!
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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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?
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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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.
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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Is it possible to re-import a map after all four maps have already been loaded?
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Alex Woehr
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Greenville, SC
May 2001 time: 00:20
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Ouch. I guess that's what you get for poor planning. Thanks anyway.
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