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Old June 2, 2000, 23:07   #1
Eternal
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Events.txt: Turn triggers won't fire
This is the first scenario I've made in a while, and the first with a lot of events. I figure someone here must have had this problem: I was making my Events.txt from within Fantastic Worlds, and have several Turn= triggers, but they don't seem to come up when I play, the texts or the units that they are supposed to create. And after I made these I added a random event and that the text comes up, though it seems to only create one Scud, if any. So it doesn't seem to be really a problem of embedding the events.

I'm stumped. Can anyone tell me what's up?
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Old June 2, 2000, 23:48   #2
myrlyn
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If ya would, send me a copy of the events.txt you are using. I would like to take a look at it.
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Old June 3, 2000, 19:44   #3
William Keenan
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There could be several reason that this could happen, the most common is typing the trigger like this:

@IF
TURN=20
@THEN
...

Which, by the way, does not cause an error.

The correct way of course is:
@IF
TURN
TURN=20
@THEN
...

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Old June 4, 2000, 00:09   #4
myrlyn
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is "Then" case sensetive?
he has it in the right format unless "then" is case sensetive
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Old June 4, 2000, 00:57   #5
Eternal
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Well, I was making the events in using hte FW world editor, so it oculdn't be a mistype of that sort.
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Old June 4, 2000, 04:08   #6
Alinestra Covelia
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I'm having similar problems with my text file (as those of you who remember my relentless droning will doubtless attest).

Personally I'm convinced it must be something wrong with the starting turn vs. the events turn relationship. So far, the suggestions I've had are:

1) Ensure turn=x terminology is absolutely correct.

2) Try to make sure unit names, city names, etc are less than 15 characters long.

3) Ensure that terrain squares are absolutely correct when specified, and ALSO have no units on them.

4) wav. files should not be longer than 8 characters.

I have tried all these and it hasn't worked. I hope that your problems might be solved with this, though
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Old June 4, 2000, 08:48   #7
William Keenan
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I do not beleive that anything in the events.txt is case sensitive. I could be wrong however since I have never tested this.

I suggest that you post the events.txt file so we can all look at it.
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Old June 4, 2000, 19:37   #8
Eternal
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Only the Turn trigger does not fire. It doesn't create the units, display the text, or declare war. I have three Turn triggers thus far, and here they are:

@IF
TURN
turn=2
@THEN
TEXT
Shocked by the speed of the Iraqi advance through Kuwait, President of the United States
George Bush leaps into action, trying to convince Saudi Arabian King Fahd that he was in
imminent danger, that the situation cannot be handled diplomatically, as they both had previously
thought, and that a U.S. presence was needed. King Fahd agrees. Within days the first planes
arrive.
ENDTEXT
CREATEUNIT
unit=F-16 Falcon
owner=Coalition
veteran=no
homecity=NONE
locations
56,96
56,86
50,86
50,86
63,81
48,82
endlocations
MAKEAGGRESSION
who=Coalition
whom=Iraqis
JUSTONCE
@ENDIF


@IF
TURN
turn=3
@THEN
TEXT
The Coalition continues to amass military force- particularly aerial force.
ENDTEXT
CREATEUNIT
unit=F-15 Eagle
owner=Coalition
veteran=no
homecity=NONE
locations
56,86
56,86
50,86
39,75
31,65
37,5
endlocations
JUSTONCE
@ENDIF


@IF
TURN
turn=2
@THEN
CREATEUNIT
unit=NATO Mechanized
owner=Coalition
veteran=no
homecity=NONE
locations
63,81
60,82
endlocations
JUSTONCE
@ENDIF
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Old June 4, 2000, 19:38   #9
Eternal
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I also learned something else from this scenario. Did you know the computer can airlift units with moves of zero? That cheating bastich.
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Old June 4, 2000, 20:01   #10
Gothmog
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Eternal
Your event looks OK to me and since you say you created the events in FW, they shouldn't have syntax errors. So, it must be something else. When you open the cheat menu, set game year, what does it say. I'll bet it's greater than 3, which would explain why the turn triggers don't fire. You should set this value to 1.

For setting the start date of your scenario, you need to set that in the Scenario Parameters, set starting year. There you put in the actual date if your turns are 1 year long or times 12 if turns are 1 month long.
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Old June 5, 2000, 01:34   #11
Eternal
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That's it! When I had problems with the setting the scenario start year I tinkered with the Set Game Year. Thanks, Gothmog, and all who wasted their time looking at this post.
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