Trigger Question
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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
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@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...
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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
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@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).
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@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...
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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.
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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

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@beelee Perhaps you were too

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