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Old March 19, 2000, 04:27   #31
Alinestra Covelia
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I have changed the starting turn to 0 instead of one and then played on a few turns. The changeterrain event still doesn't work properly.

As for the sound file, I've replaced the "dontdothat.wav" with the "Fanfare4.wav" which is a stock original wave file. Strangely, it still doesn't want to work.

This is rather irritating, because the sounds for other event files of different scenarios I've done do work, and even other triggers in the same event file. Is there some sort of maximum size per event trigger that has to be adhered to? Perhaps I put too much text on the "UNITKILLED=star" event above?

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Old March 19, 2000, 15:53   #32
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...hmmmm. Never thought about a 'big' event not working fully. This would be interesting to say the least.

So you know what I am going to suggest next, don't you?

a) Split the event into lots of little ones fired by the same trigger. Do they fire?

b) Remove the text or make it a lot smaller. Does it fire?

This is going to be interesting.
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Old March 19, 2000, 20:51   #33
William Keenan
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NOSCHISM

NOSCHISM should work with specific civs.

TURN=2

I am surprised the parser doesn't give you an error on this one.
Obviously it should be:
TURN
Turn=2

PLAYWAVEFILE
dontdothat.wav


Now this is a tricky one! The problem here is that Windows 95 is really a GUI that runs under DOS and uses a DOS file system.

You have two ways to fix this one:[*]Change the name of the wave file so that it has 8 or fewer charaters in its name, or [*]Change your event statement to reflect the file's DOS name, which is most likely to be dontdo~1.wav

I'll bet that one is about as clear as mud, right?

quote:

Can any of you out there tell me what difference lowercase uppercase makes? I'm sure it makes some difference but can't figure out what must be what for it to work proper like.


None.

[This message has been edited by William Keenan (edited March 19, 2000).]
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Old March 20, 2000, 08:12   #34
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The parser only flags errors like misspelled unit and tribe names. When you make errors like turn=2 instead of
Turn
Turn=2
it just ignores the event. You can even leave out major things like @THEN and it won't complain.

I'd forgotten that CIV2 originally being a Windows 3.1 game doesn't support long file names.

The TEXT/ENDTEXT statement is limited to 255 characters of text.

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Old March 20, 2000, 09:56   #35
Alinestra Covelia
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Thanks a lot, guys! That ought to get the details of the scen motoring away.

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Old March 21, 2000, 14:39   #36
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Sorry, folks. Looks like I'm back again causing yet more trouble.

Consider this: ("avatar" )

@IF
TURN
turn=2
@THEN
CREATEUNIT
owner=New Order
unit=Imperator Star Destroyer
veteran=false
homecity=The Maw
locations
17,51
endlocations
@ENDIF

Yet nowt happens. What am I doing wrong? The scen is set with starting turn = 1 now (for an arbitrary reason). Setting start turn to 0 doesn't improve matters.

What ought I to do?

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Old March 21, 2000, 17:56   #37
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Check the spelling for the owner, unit and homecity values. That unit name might be too long. I think unit names, like city names are limited to 15 characters.

The other thing to check is the location. If you try to place a land unit at sea or a sea unit on land, that won't work.
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Old March 28, 2000, 16:17   #38
Alinestra Covelia
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But surely that shouldn't affect the text-only events? I've put down a trigger for a text-only event at turn=2 and this is not working.

Was there some sort of prohibition against putting spaces or missing out spaces next to equal signs?

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Old March 28, 2000, 17:00   #39
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There must be in no circumstances, a space next to an equals sign.
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Old March 28, 2000, 18:21   #40
Alinestra Covelia
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Setting the starting date to 0 actually puts my scenario into twenty-year increments. I have solved this by setting it to year 1 (which puts it to 101, perversely!) and then to -99 (which puts it to 1, happily).

So should my scen events texts refer to turn -98 for a turn 2 event? -97? How about 2?

I am also poring over my previous scenarios to try to figure out why this isn't working anymore. It is very strange.
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Old April 23, 2000, 18:54   #41
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^ Shamelessly bumps up a month-old thread because she hasn't figured out a solution yet. ^
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Old April 27, 2000, 00:01   #42
William Keenan
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Change your Turn Year Increment from 0 to 1. Then your starting year will work correctly.
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Old May 7, 2000, 14:04   #43
Alinestra Covelia
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SHE'S BACK!!!!

...

And she's more annoyingly incompetent than ever before!!!!

...

Right. I have the starting turn set to 1.

I have the turn increment set to 1. Both of these means that my turns function correctly.

However, my turn triggers are still throwing up pickets and refusing to follow my orders.

Taking advice from Gothmog, I've made sure that the unit placed is placed on its corresponding terrain type.

I have also set the starting year to having "-99" turns elapsed, so that it ensures the calendar is set to "Year 1 AR".

The event still doesn't come along.

I have set the trigger date to turn = 3. This fails. Also setting it to turn = -97 fails too. The event simply doesn't happen.

If anybody's willing to do this, I can email a zipped copy of the pre-alpha scenario and also the events.txt file. Maybe it'll be easier to see what I've done with the foetid mass right in front of you, so to speak?
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Old May 8, 2000, 01:31   #44
William Keenan
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The problem is almost definately your event structure. This is a very common mistake. My guess is that your event reads:

@IF
TURN=3
@THEN
...
@ENDIF

It should read:

@IF
TURN
Turn=3
@THEN
...
@ENDIF


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Old May 8, 2000, 08:16   #45
Alinestra Covelia
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The TURN=3 inaccuracy was pointed out a while back and is gratefully absent from the events.txt file.

Is anybody willing to pick through a prealpha and sort this out? I can't understand what's causing it - it may be something really small and silly that's clogging the process, or it may be a big error in save files or something.

Nothing in the design tips is really relevant to this.

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Old May 8, 2000, 18:39   #46
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I think I'd have to see the whole thing for myself. You can e-mail the zip to me if you like (address in profile): it'll give me something to do at work, and I'll try and report back after tinkering within a week.

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