@beelee So for the first one:
<attachment name="triggerAttachment_Battleship_Ordered_to_Vichy_Port" attachTo="French" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
<option name="conditions" value="conditionAttachment_Axis_Conquer_All_France:Vichy_active:conditionAttachmentFrenchBB"/>
<option name="chance" value="3:6"/>
<option name="when" value="before:frenchCombatMove"/>
<option name="uses" value="1"/>
I believe uses only is used up if it actually fires (you hit the chance) so you can't use that for what you are trying to do. You instead need to have another trigger that does fire after this one (say during after:frenchCombatMove) which sets a condition to false which is used in your trigger. As you also mention, if it only happens on a certain turn(s) then you could use the turns parameter instead.
The second one looks correct except that if the BB would arrive before the 2 uses, it then fires once the BB leaves. So you would need to set a condition to be false once the BB returns so the notification doesn't show when it leaves.
@eagledrc If you send me your mod, I will post on my site. I have a lot of mods not in the scenario repository as well as 2 mods that in the scenario repository but don't work in the versions in the repository.
Complete Scenario List
@Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones.
The map is, apart from some balancing basicly ready thanks to you guy.
@redrum said in Trigger when units are present on map?:
@Frostion Yeah, as @Cernel pointed out not a bad feature request.
@Frostion Not a wonderful solution but, for now, one might do this with a limited amount of coding by using "eaches" on the conditions, then having as many same conditions assigned to the trigger as the number of units specified in the conditions themselves, then a condition type equal to the minimum number you want (in your case, 5), if you are following me. However, I'm not sure if it would work, as eaches are normally used to make the trigger firing that many times.
EDIT: Nevermind, checked pos2 it says that eaches are just 1s, condition wise.
@RyansPlace You'll need to unzip the map file then go to "\map\games" directory inside it. There you'll see the various game XMLs for that map. Open the one that corresponds to the game you want to edit then find those 2 properties and change them to editable="true".
@redrum The only way I can explain this is that there must be something somewhere in the program that increases all "px" values given in notes by 30%. It would be good to get rid of it. Hardly any idea why any developers decided to have this, if I'm right.
I am right now sitting a long way apart from my computer, on my phone, thinking of TripleA map map making, so please excuse that I do not just test this out via an xml. But...
If I want to add a specific custom sound to a notification, is it as simple as just:
... adding a triggered notification to a trigger. Like a notification called "niceSound"
... then add, to the sound.properties file, a line called
... and ofcours have the mp3 file in the "sounds" directory.
??? Or does there have to be something written in the notifications txt file also???
I am asking as I have been playing around with sound files lately, but not so much with custom condition and triggered "event" like sounds.