SOE AI Guard events with #TRIGGER= 0

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DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

SOE AI Guard events with #TRIGGER= 0

Post by DarkHorse2 »

Hey guys,

A number of your AI\Guard.txt events have a #TRIGGER= 0

Code: Select all

C:\Program Files (x86)\SteamApp\steamapps\common\Strategic Command WWII War in Europe\Campaigns\_1939 Storm over Europe\Scripts\AI\guard.txt (4 hits)
	Line 3415: #TRIGGER= 0
	Line 3449: #TRIGGER= 0
	Line 3483: #TRIGGER= 0
	Line 3517: #TRIGGER= 0
I am aware that, under certain conditions, the #TRIGGER may be ignored. But I am not sure that is the case here:

{
#NAME= France Guard - Algiers
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 152,113
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Algiers
#FRIENDLY_POSITION= 152,113
; Set variable conditions:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Paris not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 151,84 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Guard - Oran
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 145,115
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Oran
#FRIENDLY_POSITION= 145,115
; Set variable conditions:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Paris not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 151,84 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Guard - Tunis
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 167,112
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Tunis
#FRIENDLY_POSITION= 167,112
; Set variable conditions:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Paris not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 151,84 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}

{
#NAME= France Guard - Syria
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 40
#TRIGGER= 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]
#LENGTH= 1
#HOLD= 0
#ADD_HQ= 0
#GOAL_POSITION= 218,119
#DATE= 1939/09/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Damascus
#FRIENDLY_POSITION= 218,119
; Set variable conditions:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Paris not tactically threatened (dummy condition)
#TACTICAL_CONDITION= 151,84 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no
; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION
#CANCEL_POSITION= 0,0 [0,0] [1,1] [0]
}
DarkHorse2
Posts: 1070
Joined: Fri Feb 04, 2022 12:08 pm

Re: SOE AI Guard events with #TRIGGER= 0

Post by DarkHorse2 »

Ah... here it is...

#TRIGGER is ignored when "#TYPE= 0", but that is not the case in what is occuring in "Guard.txt".

; #TYPE= Value range [0, 3]
; Event check type, with all other fields satisfied:
; 0 = Single check, on or after #DATE
; (ignores #TRIGGER)

; 1 = Multiple checks, on or after #DATE, until #TRIGGER is satisfied
; 2 = Multiple checks, on or after #DATE, until end of game (*** not valid for UNIT events ***)
; (not removed from event queue)
; 3 = Single check, only on #DATE
User avatar
Hubert Cater
Posts: 6047
Joined: Mon Jul 22, 2013 11:42 am
Contact:

Re: SOE AI Guard events with #TRIGGER= 0

Post by Hubert Cater »

Thank you and we'll get this fixed as well.
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