Event not firing

Post bug reports and ask for help with other issues here.
Post Reply
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

Event not firing

Post by gingerbread »

Compare these two events. The first always fires, the second never fires. They have the same values for AI= 0 and LEVEL= 0. The 2nd have a 50 trigger which is far from never. Left to investigate is:

CONDITION_POSITION= 147,77 [25,25] [2,2] [1] [0]

If I understand it right, the requirement is exactly two Axis units, exactly 25 hexes from London. If this is correct, it's far to easy for an Axis player to ensure that this 2 unit condition is never fulfilled.

Please check that it works as intended.



;REMOVE1940 after implementing
;
; Polish Destroyers arrive in Rosyth
{
#NAME= Polish Destroyers Arrive In Rosyth
#POPUP= Operation Peking - Evacuation Of Polish Destroyers To The UK
#IMAGE= operationpeking1.png, operationpeking2.png
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 85
#TRIGGER= 100
#PRIVATE= 0
#DISPLAY_TURN= 2
#FULL_RESEARCH= 1
#DATE= 1939/09/09
#FAILSAFE_DATE= 1948/01/01
#DESTINATION_RESOURCE= 141,63
#VARIABLE_CONDITION= 85 [2] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
#UNIT= 40 [5] [0] [ORP Blyskawica]
}



;REMOVE1941
;
{
#NAME= US Volunteer Fighter Group Formed In Canada To Assist In The Defence Of The UK
#POPUP= US Volunteer Fighter Group Formed In Canada To Assist In The Defence Of The UK
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 112
#TRIGGER= 50
#PRIVATE= 0
#DISPLAY_TURN= 0
#FULL_RESEARCH= 1
#DATE= 1939/09/09
#FAILSAFE_DATE= 1948/01/01
#DESTINATION_RESOURCE= 6,93
; UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; USA politically aligned with Allies but neutral
#VARIABLE_CONDITION= 115 [2] [0] [0]
#CONDITION_POSITION= 147,77 [25,25] [2,2] [1] [0]
#UNIT= 29 [3] [0] [US Volunteer]
}
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Event not firing

Post by BillRunacre »

Hi

I have seen the second event fire.

What the Condition Position check is looking for is 2 Axis units within 25 hexes of 147,77 (if there are more than 2 then it will still fire).

It will only look for units that are in the same land mass, e.g. in the UK in this instance, so it will only fire if the UK is invaded. It's set to 2 units so that it's not just a minor incursion, i.e. one para drop by someone trying their luck.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Event not firing

Post by gingerbread »

Thanks for the response. The same land mass constraint makes sense to anyone not an Englishman, which I'm not. Englishmen have been concerned (continental Europeans would term it meddling) with what happens outside their islands for at least eight centuries. [;)]

It's fine for the game.
Post Reply

Return to “Tech Support”