Continuous Loop Events

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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rhinobones
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Continuous Loop Events

Post by rhinobones »

Need some help building a continuous event loop that gives Victory Points to the side that owns a specific hex.

I have the Evil Editor document but it really doesn’t have a good example. Have also seen an example on the Forum but it seems to be triggered by an Occupy event and only triggers a one time VP bump per occurrence . . . good, but not what I need.

What I need is an event loop that, starting with first turn, awards the Force possessing the hex X number of VP for every turn held. Awarding of the VPs will change according to ownership. Back and forth as the game progresses.

I’ve tried a number of event permutations but I just can’t seem to get it right.

Ultimately I would like to have the VPs simulate production and then use the accumulated VPs to activate/build new units.

Help, please!

Regards, RhinoBones
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Menschenfresser
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RE: Continuous Loop Events

Post by Menschenfresser »

Check out Poland 1939 (TE): http://www.the-strategist.net/RD/scenar ... php?Id=130

It awards the Poles X number of points for each city every turn until the Germans take the cities. It doesn't switch over to the other side once captured.
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sPzAbt653
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RE: Continuous Loop Events

Post by sPzAbt653 »

You have to set a 'delay 1' event to trigger off the +vp event, and have it retrigger the event. That way it will happen 'next turn'. Also, some of the event types will only trigger once, so you have to use 'enable event' to retrigger them. This is true for occupation events, so you would just have to add an event to re-enable the occupation event. Not shown here are events 50 and 51, they re-enable events 48 and 49 (just like event 49 does for 47).

In this case you would have the occupation event cancel event 47 to stop the loop, and then activate the same type of loop for the other side. Any re-occupation event would re-trigger the original.

I only did this for one location, but I think you would need to do it for each one separately. I also seem to remember that it triggers twice for some reason, so in this case I was generating 20 vp's each turn, instead of just 10.

Sounds like a lot of work, good luck!

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Veers
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RE: Continuous Loop Events

Post by Veers »

Allyooops.
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Veers
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RE: Continuous Loop Events

Post by Veers »

Ooops
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Curtis Lemay
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RE: Continuous Loop Events

Post by Curtis Lemay »

ORIGINAL: sPzAbt653

You have to set a 'delay 1' event to trigger off the +vp event, and have it retrigger the event. That way it will happen 'next turn'. Also, some of the event types will only trigger once, so you have to use 'enable event' to retrigger them. This is true for occupation events, so you would just have to add an event to re-enable the occupation event. Not shown here are events 50 and 51, they re-enable events 48 and 49 (just like event 49 does for 47).

In this case you would have the occupation event cancel event 47 to stop the loop, and then activate the same type of loop for the other side. Any re-occupation event would re-trigger the original.

I only did this for one location, but I think you would need to do it for each one separately. I also seem to remember that it triggers twice for some reason, so in this case I was generating 20 vp's each turn, instead of just 10.

Sounds like a lot of work, good luck!

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I think event 48 is unnecessary. Just set event 49 to trigger on turn 1 and the 10vps will be received continuously. Then cancel event 49 to stop the loop.
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sPzAbt653
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RE: Continuous Loop Events

Post by sPzAbt653 »

I think event 48 is unnecessary.

That is correct, ev48 is not needed. And in the original, I had them in the wrong order, which is why I kept getting an extra +10. Arranged in the order below, it works properly. From there it would just be needed to add in the events for the other side, which wouldn't be triggered by turn 1, but by that side occupying the hex, I think.

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