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    Trigger Question

    Scheduled Pinned Locked Moved Map Making
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    • B Offline
      beelee
      last edited by

      @wc_sumpton

      yea looks as if this is gonna work just fine. Figured there was a way, but i couldn't figure it out without your help 🙂

      I know it's in pos2 but I just have trouble grasping some of what is explained there. At any rate, Thanks again for cluing me in.

      Peace Out

      1 Reply Last reply Reply Quote 1
      • wc_sumptonW Offline
        wc_sumpton
        last edited by

        @beelee
        No problem. Just happy this was helpful 😉

        Cheers...

        1 Reply Last reply Reply Quote 2
        • Captain CrunchC Offline
          Captain Crunch Banned
          last edited by

          did belee make a new mod/map?

          What's it called?

          B 1 Reply Last reply Reply Quote 0
          • B Offline
            beelee @Captain Crunch
            last edited by

            @Captain-Crunch

            Hi Captain
            Yea added Oztea's 1939 setup for the global game and have been working on a "vichy option" for it. It's not gonna do quite what i want but thanks to redrum and wc It'll be pretty close

            1 Reply Last reply Reply Quote 1
            • B Offline
              beelee
              last edited by

              Ran into another issue. I have this "condition"

              <attachment name="conditionAttachmentFrenchCA" attachTo="French" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
              <option name="directPresenceTerritories" value="map" count="1"/>
              <option name="unitPresence" value="cruiser" count="1"/>
              </attachment>

              used with this trigger

              <attachment name="triggerAttachment_Cruiser1_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:conditionAttachment_Turns2:conditionAttachmentFrenchCA"/>
              <option name="chance" value="3:6"/>
              <option name="players" value="French"/>
              <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentCruiser1_Ordered_to_Vichy_Port"/>
              <option name="playerProperty" value="switch" count="true"/>
              <option name="when" value="before:frenchCombatMove"/>
              </attachment>

              which works correctly but when I use this

              <attachment name="conditionAttachmentFrenchCA2" attachTo="French" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
              <option name="directPresenceTerritories" value="map" count="1"/>
              <option name="unitPresence" value="cruiser" count="2"/>
              </attachment>

              and this

              <attachment name="triggerAttachment_Cruiser2_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:conditionAttachment_Turns2:conditionAttachmentFrenchCA2"/>
              <option name="chance" value="3:6"/>
              <option name="players" value="French"/>
              <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentCruiser2_Ordered_to_Vichy_Port"/>
              <option name="playerProperty" value="switch" count="true"/>
              <option name="when" value="before:frenchCombatMove"/>
              </attachment>

              this trigger won't fire. The only difference is having the 2 cruisers instead of 1. unitPresence" value="cruiser" count="2"
              I thought that would mean that if I have 2 cruisers on the map the trigger would fire but if only 1 cruiser it wouldn't.

              If there are no cruisers on the map, then the first trigger won't fire either, which is correct. Anyone know why this second trigger isn't firing ? I tried changing the map "count" to 2 and also just getting rid of the count as well but no go.

              Thanks

              1 Reply Last reply Reply Quote 0
              • wc_sumptonW Offline
                wc_sumpton
                last edited by wc_sumpton

                @beelee did you try it with two cruisers in one territory, with map count at '1'. My bet is that it would work then.

                directPresenceTerritories (list territories to check) map (all the territories) 1 (the count of territories that have to match): so only 1 territory has to match for this to be true. unitPresence (check for units) cruiser (type of unit) 2 (the number of units per territory). So unless you have 2 units in a single territory, this will not return as true. If you try count as 2 for map and count as 1 for cruiser then you should get what you are asking for. But that will return false for 2 cruisers in 1 territory.

                Hope this helps some.

                Cheers...

                B 1 Reply Last reply Reply Quote 1
                • B Offline
                  beelee @wc_sumpton
                  last edited by

                  @wc_sumpton

                  right on man. Finally got it to work right. It turns out setting map to 2 for count doesn't work but it gave me the idea to do that if I list the sea zones separately and that did the trick. I tried map with no count and that doesn't work either so my guess is count must mean how many maps. Since there's only one, 1 is the only number that works.

                  At any rate, map at 1 with 2 cruisers and then list the zones with count at 2 and 1 cruiser combine them into an Or condition and we're all dialed in 🙂

                  I don't think my placement will work 100% correctly but it will only require 1 edit in less than 10% of the games, so i can live with that.

                  Once again Thanks for all your help

                  1 Reply Last reply Reply Quote 1
                  • C Offline
                    Cernel Moderators Lobby Moderators @wc_sumpton
                    last edited by

                    @wc_sumpton said in Trigger Question:

                    @beelee from 'pact_of_steel_2.xml'

                    activateTrigger   values: This will fire another named trigger.
                                      Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance".
                                      "activateTrigger" will be affected by "each" in a condition statement.
                                      triggerName is the name of the trigger to fire, numberOfTimes is the number of times
                                      to fire that trigger, useUses makes sure the firing uses up a "use" at the end of
                                      this round, and the tests test the trigger before firing.
                                      example: value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"
                    

                    So to answer your question, Yes the trigger will always fire if the last value is 'false', if the last value is 'true', then the conditions of the trigger are check prior to firing.

                    Hope this helps 😉

                    Cheers...

                    No, actually:

                    The activate trigger will always fire, upon the trigger firing (assuming this is what you mean), if the last 3 entries are "false:false:false".

                    To check the condition of the trigger to activate (assuming such trigger has any), it is the penultimate entry that must be true (as per what you pasted, the ultimate one is testing chance).

                    1 Reply Last reply Reply Quote 0
                    • wc_sumptonW Offline
                      wc_sumpton
                      last edited by

                      @beelee good to hear, still it seems funny that:

                      <attachment name="conditionAttachmentFrenchCA2" attachTo="French" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                         <option name="directPresenceTerritories" value="map" count="2"/>
                         <option name="unitPresence" value="cruiser" count="1"/>
                      </attachment>
                      

                      Did not work for you when you had cruisers in at least 2 different territories. At least you figured out a work-around.

                      Happy modding! 😉

                      Cheers...

                      B 1 Reply Last reply Reply Quote 0
                      • B Offline
                        beelee @wc_sumpton
                        last edited by

                        @wc_sumpton

                        yea i thought that was weird too. It makes sense the way you explained it. I'm gonna mess with it some more and see if i can get "map" count="2" to work. I just want to understand it correctly at this point.

                        1 Reply Last reply Reply Quote 1
                        • wc_sumptonW Offline
                          wc_sumpton
                          last edited by wc_sumpton

                          @beelee if you have the time. Let me know what you discover! 😉

                          Cheers...

                          P.S. @beelee just ran a few check myself. The condition worked when I placed to Russian battleships on 'world_war_ii_v5_1942'. It also returned false with 2 BB in one territory.

                          Works for me.

                          Cheers...

                          B 1 Reply Last reply Reply Quote 1
                          • B Offline
                            beelee @wc_sumpton
                            last edited by

                            @wc_sumpton

                            Cool. Thanks for posting again. I gave it another crack and got it to work with map count =2. Needless to say that saves a lot of work. Idk what I did the other day when i tried it and failed. i thought I had that failure saved but I must've worked over it.

                            Oh well, alls well that ends well 🙂

                            HeppsH 1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Lobby Moderators @beelee
                              last edited by

                              @beelee Perhaps you were too 9d278d7a-93b8-42a0-b06f-aafe442fcfff-image.png

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              B 1 Reply Last reply Reply Quote 3
                              • B Offline
                                beelee @Hepps
                                last edited by

                                @Hepps
                                heh heh Too much performance enhancer can have the opposite effect :grinning_squinting_face:

                                1 Reply Last reply Reply Quote 3
                                • B Offline
                                  beelee
                                  last edited by beelee

                                  Have another one. These two triggers are the same, except for when "when" fires. Is that enough to make them nut up ? Should they have different names ?

                                  <attachment name="triggerAttachment_Fleet_Can_Turn_Free_Destroyer_Remove" attachTo="Neutral_True" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                  <option name="conditions" value="conditionAttachment_False"/>
                                  <option name="removeUnits" value="93 Sea Zone:destroyer"/>
                                  <option name="when" value="before:americansPlace"/>
                                  </attachment>

                                  <attachment name="triggerAttachment_Fleet_Can_Turn_Free_Destroyer_Remove" attachTo="Neutral_True" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                  <option name="conditions" value="conditionAttachment_False"/>
                                  <option name="removeUnits" value="93 Sea Zone:destroyer"/>
                                  <option name="when" value="before:britishPlace"/>
                                  </attachment>

                                  B 1 Reply Last reply Reply Quote 0
                                  • B Offline
                                    beelee @beelee
                                    last edited by beelee

                                    @beelee

                                    well went ahead and renamed them. It didn't fix my issue though. The reason i originally asked, was I had gone through 4 players and they all worked and the 5th one started nuttin up.

                                    Edit
                                    I guess I just needed to struggle for a couple more hours lol. The 5th Player is unique and doesn't have a "Place" phase. It has "EndTurn" instead. About fried my poor little brain 🙂

                                    Oh well, hopefully the next 48 hours will be more productive heh heh

                                    1 Reply Last reply Reply Quote 0
                                    • N Offline
                                      Numetalfan
                                      last edited by

                                      Hi

                                      I got a question to the trigger coding 'when'

                                      How to determine a trigger to start excatly in a defined round, e.g. round 2

                                      So would something like

                                      ...
                                      <option name="when" value="before:germanCombatMove:round 2"/>
                                      ...

                                      Is it possible? If, what is the correct syntax?
                                      If not what else?

                                      B 1 Reply Last reply Reply Quote 0
                                      • B Offline
                                        beelee @Numetalfan
                                        last edited by

                                        @Numetalfan add another condition to your trigger. Something like:

                                        <attachment name="conditionAttachmentTurn2OrHigher" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                                        <option name="rounds" value="2-+"/>
                                        </attachment>

                                        I think the -+ makes it fire after round 2 as well. i can't remember

                                        1 Reply Last reply Reply Quote 1

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