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    Trigger Question

    Scheduled Pinned Locked Moved Map Making
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    • 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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