View Full Version : Problem with triggers
Baba Hotep
09-07-2005, 02:15 PM
I am creating a scenario where a city sends raiders to you. So i create 'Effect', 'World Site', 'Pi-Ramesse' (the city that attacks you), is 'Open'. When i return there, the site changes from 'Pi-Ramesse' to 'Apliki', the first of the list! What's going on?
Lasha
09-09-2005, 12:02 PM
I dont knwo whats going on, but the source of the problem lies within the editing program itself.
I dont know how many people here have played empire earth, but the editing engine for it will be very familiar. I believe that the engine has had new bits added, like the world map etc, so triggers are slightly dodgy, cos there is outside interference (off the map - has to create things) rather than all the players being on one map (empire earth). The triggers therefore have had to be redone, possible not done in a compatible way with the old engine (which causes many of the problems with the editor)
Please correct me if im wrong in my assumption that the engine hasnt been upgraded, only added onto.
I think of it like a city, where nothing is destroyed, only new things built where there is space. The roads will be complicated as the city wasnt first designed to hold all the new buildings. Occasionally the only place for a building is such that it means that the building cant be built the way it was intended, and short of creating an entirely new city, the new building is wedged into the space, so now the new building cant function properly
I only dabble with programming, so I could be chatting a whole load of bull, its just my theory.
does this explain anything to anyone?
MAX-1
09-09-2005, 12:35 PM
I am creating a scenario where a city sends raiders to you. So i create 'Effect', 'World Site', 'Pi-Ramesse' (the city that attacks you), is 'Open'. When i return there, the site changes from 'Pi-Ramesse' to 'Apliki', the first of the list! What's going on?
Without seeing your scenario, my guess is that Pi-Ramesse isn't set as enemy site and that Apliki is. :rolleyes:
Baba Hotep
09-09-2005, 01:27 PM
Without seeing your scenario, my guess is that Pi-Ramesse isn't set as enemy site and that Apliki is. :rolleyes:
No i have already seen and verified. Apliki is set as 'private merchant' with ACTIVATION cost and Pi-Ramesse as 'enemy site' with DEACTIVATION cost!
Karter
09-11-2005, 11:42 AM
Your assumptions are correct...
The editor, has been modified IMHO for CoTN and lacks support in many areas. EOA editor was designed for multliplayer aspects, CoTN is a single player game.. While features are somewhat similiar, many simply do not apply.
Impata
08-04-2006, 04:04 PM
Sorry to be bumping a 2 year old thread, but I am currently trying to create a scenario and am having the same problem. I am trying to set up a raiders camp to attack and every time I go back and check the trigger condition it has changed from my visible/active/open raider camp to an invisible/inactive/closed private merchant. I have the patch downloaded.
Has this either been fixed or has anyone found a way round it?
Thanks muchly.
Azeem
08-04-2006, 05:40 PM
Upload the scenario and I'll look into it. :)
Impata
08-06-2006, 11:27 AM
As it figures I re-installed the patch and it kind of fixed itself as far as I can tell.
Sorry again for bumping an old thread and wasting time. Good to know however, that it wasn't a permanent bug.
Thanks again for your consideration.
Happy building...
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