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AIActivate position

Posted: Sun Jan 31, 2010 11:34 am
by Hobbes
Hi folks, I may have asked this before - but I'm getting old. Is there any reason why AIActivate events are placed before _ON events in AGEOD scenarios? Surely they should be after _ON events as these have to be active before AIActivate will fire?

Cheers, Chris

Posted: Mon Feb 01, 2010 9:44 am
by Pocus
this is because you want a minimum of one turn before having the AI triggers the option. Otherwise you can end up with the AI receiving an option during the script and using it instantly a fraction of milliseconds (the next event processed) after... that can be weird for the player.