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Event so PO can trigger multiple events

 
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Event so PO can trigger multiple events - 3/28/2014 6:18:20 PM   
ogar

 

Posts: 199
Joined: 9/6/2009
Status: offline
My question is how to set up an event to trigger a set of multiple events. If Force 1 gets too far, I want the PO2 to have extra resources (but not a human playing as Force 2).

A simple outline of what I have :



Event: 101
Trigger: 1 Occupies
Location: 6,15 Radius 5

Event: 102
Trigger: Event Activated
Effect: News Only
Trigger Event 101

Event: 103
Trigger: Event Activated
Effect: PO2 Activate
Trigger Event 101

Event: 104
Trigger: Event Activated
Effect: Form'tn Orders (Force 2 Fmtn 9 Active)
Trigger Event 103

Event: 105
Trigger: Event Activated
Effect: Form'tn Orders (Force 2 Fmtn 8 Active)
Trigger Event 103

...and so on.

Testing shows that the events work - too well. Whether a human or PO plays, the extra formations appear. This has been tested in PBEM, and PO games, and in ODD's simulator.

So why isn't the PO2 Activate working as I expect ?

(Event 102 is there because I want to be able to cancel this whole sequence under certain conditions - late in the game, etc. But that's another question. Right now, I'd like to have this function for the PO, but not for a human player.)

Thanks for any suggestions.
Post #: 1
RE: Event so PO can trigger multiple events - 3/28/2014 9:38:59 PM   
sPzAbt653


Posts: 2709
Joined: 5/3/2007
From: east coast, usa
Status: online
1. 1 occupies

2. News, triggered by 1

3. PO activates 4, triggered by 2

4. Event, activated by itself


Just guessing.

(in reply to ogar)
Post #: 2
RE: Event so PO can trigger multiple events - 3/28/2014 10:37:48 PM   
Curtis Lemay


Posts: 6722
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: ogar

My question is how to set up an event to trigger a set of multiple events. If Force 1 gets too far, I want the PO2 to have extra resources (but not a human playing as Force 2).

A simple outline of what I have :



Event: 101
Trigger: 1 Occupies
Location: 6,15 Radius 5

Event: 102
Trigger: Event Activated
Effect: News Only
Trigger Event 101

Event: 103
Trigger: Event Activated
Effect: PO2 Activate
Trigger Event 101

Event: 104
Trigger: Event Activated
Effect: Form'tn Orders (Force 2 Fmtn 9 Active)
Trigger Event 103

Event: 105
Trigger: Event Activated
Effect: Form'tn Orders (Force 2 Fmtn 8 Active)
Trigger Event 103

...and so on.

Testing shows that the events work - too well. Whether a human or PO plays, the extra formations appear. This has been tested in PBEM, and PO games, and in ODD's simulator.

So why isn't the PO2 Activate working as I expect ?

(Event 102 is there because I want to be able to cancel this whole sequence under certain conditions - late in the game, etc. But that's another question. Right now, I'd like to have this function for the PO, but not for a human player.)

Thanks for any suggestions.


If event 101 is triggered, it will activate all the events shown - PO or no PO. (103 is activated if 101 occurs. 104 and 105 are activated if 103 is activated). PO2 Activate is an effect. It activates whatever specified event entered in its value pane (which you didn't show).

(in reply to ogar)
Post #: 3
RE: Event so PO can trigger multiple events - 3/29/2014 4:53:16 PM   
ogar

 

Posts: 199
Joined: 9/6/2009
Status: offline
Thanks !

@Steve, well, it is certainly testing out as though your analysis (104 activates on its own) is correct.

@ Curtis,
so a PO Activate effect activates one specific event (and only one event).  Is this correct ?  In my case, I'd have to have 103 point to 104 to be PO-activated, and have a separate 106 (another PO2 Activate) pointing toward 105 to be activated.  Right ? 
If so, that's what I was afraid of.   In the scenario there's about 12 further events (104, 105....) to be PO2 Activated.   Hmmm, I think I need to re-think how I'm doing this.

(in reply to Curtis Lemay)
Post #: 4
RE: Event so PO can trigger multiple events - 3/29/2014 11:25:04 PM   
Curtis Lemay


Posts: 6722
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: ogar

Thanks !

@Steve, well, it is certainly testing out as though your analysis (104 activates on its own) is correct.

@ Curtis,
so a PO Activate effect activates one specific event (and only one event).  Is this correct ?  In my case, I'd have to have 103 point to 104 to be PO-activated, and have a separate 106 (another PO2 Activate) pointing toward 105 to be activated.  Right ? 
If so, that's what I was afraid of.   In the scenario there's about 12 further events (104, 105....) to be PO2 Activated.   Hmmm, I think I need to re-think how I'm doing this.


No. You PO Activate one event. And let all the other events be triggered by that event.

(in reply to ogar)
Post #: 5
RE: Event so PO can trigger multiple events - 4/2/2014 3:02:12 AM   
Raindem

 

Posts: 302
Joined: 7/15/2000
From: Arizona
Status: offline
I do it the way Bob suggests. If I have 50 events that control PO behavior they will key off of a single PO Activates event. Makes it easy to isolate the block.

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(in reply to Curtis Lemay)
Post #: 6
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