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William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
  Old Post 12-11-1999 08:56 Visit William Keenan's homepage!
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#31 Report this post to a moderator
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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.

MagyarCrusader is offline MagyarCrusader
Emperor
Fascist
Jan 1970
time: 21:14
Post  Old Post 12-11-1999 11:02
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Wow, Tot events look interesting...
[This message has been edited by Michael Jeszenka (edited November 12, 1999).]

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Post  Old Post 12-11-1999 20:09
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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.

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 12-11-1999 21:22
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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?

William Keenan is offline William Keenan
Prince
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time: 00:14
  Old Post 12-11-1999 21:49 Visit William Keenan's homepage!
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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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  Old Post 14-11-1999 08:52
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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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Post  Old Post 14-11-1999 09:04
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It worked! But the turn needs to end first.

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Unhappy  Old Post 14-11-1999 11:37
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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.

quote:
@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?

Civfan is offline Civfan
Prince
Toronto, Canada
Sep 1999
time: 05:14
Post  Old Post 14-11-1999 19:14 Visit Civfan's homepage!
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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
@ENDIF

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Thumbs up  Old Post 14-11-1999 21:44 Visit William Keenan's homepage!
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I agree with what CivFan suggests and in addition I beleive there is a limit of ten locations.

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Post  Old Post 15-11-1999 00:44
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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.

Civfan is offline Civfan
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time: 05:14
Post  Old Post 15-11-1999 04:23 Visit Civfan's homepage!
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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?

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 15-11-1999 21:29
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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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Unhappy  Old Post 16-11-1999 04:45
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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?

John Possidente is offline John Possidente
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Jun 1999
time: 00:14
Post  Old Post 16-11-1999 23:10
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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.

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 16-11-1999 23:13
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Mick used the Delay modifier in the Midgard scenario and Fantasy game, so it does work. I'm not sure what's off with yours. Try taking a look at the events.txt for Midgard. Maybe some examples that work will help you sort out your events.

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Smile  Old Post 16-12-1999 23:17 Visit William Keenan's homepage!
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