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Hobbes
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Option Events Question

Tue Jan 06, 2009 9:08 pm

Hi folks, another question for you.

There seem to be four main event types used with the options :-

_AIActivate
_ON
_Check
_Regen

I assume the _AIActive and the _ON events decided if the event should be given as an option to the AI or human player? (Not sure if this is the case as I can't work out what the AI would do if it has several _AIActivate events available - which does it choose?)

If the AI or human decides to 'click' on an event the _Check event looks to see if it meets the conditions to fire during the turn resolution?

The _Regen event decides with certain conditions and chance if an event should be made available to the AI or human player again?

I'm not clear what the ActorEnabled, ChangeActorPool or ActorDisabled
commands do but I can just copy existing events and experiment.
Also a bit confused that the event refered to with these commands does not have the _On _Check etc suffix. I'm sure I will be able to work this out by trial and error but any pointers or links to info would be greatly appreciated.

Thanks, Chris

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lodilefty
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Tue Jan 06, 2009 9:27 pm

Hobbes wrote:Hi folks, another question for you.

There seem to be four main event types used with the options :-

_AIActivate
_ON
_Check
_Regen

I assume the _AIActive and the _ON events decided if the event should be given as an option to the AI or human player? (Not sure if this is the case as I can't work out what the AI would do if it has several _AIActivate events available - which does it choose?)

If the AI or human decides to 'click' on an event the _Check event looks to see if it meets the conditions to fire during the turn resolution?

The _Regen event decides with certain conditions and chance if an event should be made available to the AI or human player again?

I'm not clear what the ActorEnabled, ChangeActorPool or ActorDisabled
commands do but I can just copy existing events and experiment.
Also a bit confused that the event refered to with these commands does not have the _On _Check etc suffix. I'm sure I will be able to work this out by trial and error but any pointers or links to info would be greatly appreciated.

Thanks, Chris



It took me a month to figure out part of these.
I'll reply in detail if noone else [who knows more] does...
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Hobbes
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Tue Jan 06, 2009 10:57 pm

Thanks Lodi, maybe people could just add anything they know about this.
A few areas of scenario design seem to be shrouded in mystery.
Any nuggets of wisdom happily recieved.

Maybe after I have finally finished the scenario I am doing I can post something like the AACW FAQ and detail what I have found out about making scenarios from the point of view of a newbie.

Like the AACW FAQ it would be taken from many useful posts and a few of my own insights. I've certainly learnt a lot so far but there are still a few areas of darkness. I'm almost there though I think. Options are really the last problem area I have.

Cheers, Chris
P.S. with a few of the option events I sometimes see a seperate event that just has the event name without any of the above mentioned suffixes.
Not sure how this fires either.

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Pocus
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Wed Jan 07, 2009 9:52 am

if you are stuck, send me a mail with precise questions and examples.
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lodilefty
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Wed Jan 07, 2009 1:18 pm

My undertsanding:

_AIActivate
The AI "chooses" to try this option. Usually with a probability set [some are 100%]. The AI will thus attempt to execute the option [Actor enabled]

_ON
The option is made available for the first time to the player.
ChangeActorPool .....|MaxUse|[color="Red"]1[/color]|....

This allows options to be brought into play at various dates.

Note: The date for _AIActivate and _ON must be the same

_Check
The actual check and execute event. Conditions test for CheckOption = 1 [did you select it? Did AI Activate it?] and for enough EP to do it. [This is why you can select an option with no EP, all that happens is the option is ignored]

This event also turns the option off
ChangeActorPool .....|MaxUse|[color="Red"]0[/color]|....

The actions then carry out the effect. Some diplomatic options trigger other, ongoing events... [in the end, it's 'just another event']

_Regen
The option is turn back on, based on the conditions you set. This event also limits how many times the option can be chosen [+1, of course for the inition 'on']
ChangeActorPool .....|MaxUse|[color="Red"]1[/color]|....

I too, am not sure about many of the parameters in the "Monster String", but here's my guess:

$gmaOptionDip|MaxUse|1|ResetFreq|0|ImageID|Opt_AWI_evacuation_day.png|Title|opt_title_GBR_Dismiss_Mil_MS|MsgString|opt_desc_GBR_Dismiss_Mil_MS|ToolString|opt_hint_GBR_Dismiss_Mil_MS|SubType|GBR_Dismiss_Mil_MS|SParam1|GBR

<option type>
|MaxUse|<value>
|ResetFreq|<value>
|ImagID|<the picture used on options page>
|Title|<the text seen on options page>
|MsgString|<message you get in the turn report>
|ToolString|<the tooltip string seen on options page>
|SubType|<the 'name' of the option, used in ChangeOption and CheckOption: [color="Red"]must be same throughout each option set[/color]>
|SParam1|<Faction Tag of the 'owning' side>


<option type> may be found in Actors.ini under \Aliases the use of the actors is also hard coded and requires 'Hocus Pocus' to be changed.

I'm not sure what >|ResetFreq|<value>| does

Hmmm.. I guess I knew more than I thought :bonk:
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Pocus
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Wed Jan 07, 2009 2:37 pm

The "monster" string is in fact using the same format than the AACW options, but some of the parameters are not needed anymore. For example Reset Frequency is not used here, as it is you that set the conditions of an option regeneration in the 4th event (the Regen one).

SubType is the precise identifier of an option. Each option pertain to a category (Military, Diplomacy) so to identify them uniquely, they are each defined by a string called SubType here.
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Hobbes
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Wed Jan 07, 2009 8:53 pm

Thanks a lot chaps that's a great help. I assume the AI will just pick any _AIActivate type events in the order they are in the spreadsheet?

It will trigger all it has available. (If three events are set at 100% probability it will trigger all three but if it only has EP for one only the first will actually fire and then the next two will remain available the following turn?)

Cheers, Chris

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Pocus
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Thu Jan 08, 2009 8:23 am

yes, but as this is you who program the AI logic in AI activate, you can also check if it has enough EP. A more subtle logic is also to check if the option is interesting to pick, for example before triggering an option that get replacements, you check if there is a lack of it.
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Hobbes
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Sat Jan 10, 2009 8:56 pm

Hi folks, another one that is baffling me. I have a GBR option event here to add regular replacements. It's a copy of an existing event from another scenario and it seems to work fine.

I tried to make an option event myself for the Indians to build fire rafts at Detroit to destroy British ships. The event is a modified copy of the GBR replacement event - it still needs some work but I thought I would keep it simple for the time being to get the bones of it working. The trouble is the event shows as an option but when you click on it the red seal doesn't appear to show that you have activated it.

I then thought I would make an exact copy of the GBR replacement event but just change all the GBR's to IND's and change the Replacement in the evt_nam_IND_Repl_Regular_Check to IND|$famRaider|1 instead of GBR|$famLine|1 to see if that works. But the same thing happens - the option appears for the Indian side but when I click on it - no red seal.

Any idea what it could be that prevents the red seal appearing? It seems that the _ON event decides if the event appears as an option to a player and the _Check event decides if it should be fired. I can't think what actually prevents the red seal from appearing.

Thanks, Chris
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lodilefty
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Sat Jan 10, 2009 9:48 pm

I don't see anything obvious.

I have a vague memory of this with WIA early on, but can't recall what the issue was....

Do you see any useful messages in ScriptReport.txt ??
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Hobbes
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Sun Jan 11, 2009 1:53 pm

I can't see anything in there that might point to the problem.

evt_nam_GBR_Repl_Regular_* works but the 2 events after that don't :(


Line 871: ------------------------------
Line 873: SelectFactions, 1 Faction selected: Great Britain
Line 874: Started processing event: evt_nam_GBR_Repl_Regular_ON
Line 874: This event is not yet referenced, base number of allowed occurences 1
Line 877: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 879: Entering triggered actions for event evt_nam_GBR_Repl_Regular_ON
Line 880: ChangeActorPool Great Britain New Actor settings for Actor entry 5025 are MaxUse: 1 ResetFreq: 0 ImageID Opt_Pontiac_Bushy_Run.png Cost:
Line 882: Finished processing event: evt_nam_GBR_Repl_Regular_ON
Line 882: ------------------------------
Line 884: SelectFactions, 1 Faction selected: Great Britain
Line 885: Started processing event: evt_nam_GBR_Repl_Regular_Check
Line 885: This event is not yet referenced, base number of allowed occurences 999
Line 888: CheckOption evaluated: GBR_Repl_Regular Checking value (the request) 1 equal to (Value found) 0 False
Line 896: SelectFactions, 1 Faction selected: Natives
Line 899: SelectFactions, 1 Faction selected: Great Britain
Line 902: Finished processing event: evt_nam_GBR_Repl_Regular_Check
Line 902: ------------------------------
Line 904: SelectFactions, 1 Faction selected: Great Britain
Line 905: Started processing event: evt_nam_GBR_Repl_Regular_Regen
Line 905: This event is not yet referenced, base number of allowed occurences 10
Line 908: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 909: TurnIndex: Testing vs current turn index: 4 False
Line 917: Finished processing event: evt_nam_GBR_Repl_Regular_Regen
Line 917: ------------------------------
Line 920: SelectFactions, 1 Faction selected: Natives
Line 922: SelectFactions, 1 Faction selected: Natives
Line 923: Started processing event: evt_nam_IND_Repl_Regular_AIActivate
Line 923: This event is not yet referenced, base number of allowed occurences 999
Line 926: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 928: CheckAILevel: Checking AI Level of faction Natives at least equal to 1 False
Line 936: Finished processing event: evt_nam_IND_Repl_Regular_AIActivate
Line 936: ------------------------------
Line 938: SelectFactions, 1 Faction selected: Natives
Line 939: Started processing event: evt_nam_IND_Repl_Regular_ON
Line 939: This event is not yet referenced, base number of allowed occurences 1
Line 942: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 944: Entering triggered actions for event evt_nam_IND_Repl_Regular_ON
Line 945: ChangeActorPool Natives New Actor settings for Actor entry 5025 are MaxUse: 1 ResetFreq: 0 ImageID Opt_Pontiac_Bushy_Run.png Cost:
Line 947: Finished processing event: evt_nam_IND_Repl_Regular_ON
Line 947: ------------------------------
Line 949: SelectFactions, 1 Faction selected: Natives
Line 950: Started processing event: evt_nam_IND_Repl_Regular_Check
Line 950: This event is not yet referenced, base number of allowed occurences 999
Line 953: CheckOption evaluated: IND_Repl_Regular Checking value (the request) 1 equal to (Value found) 0 False
Line 961: SelectFactions, 1 Faction selected: Great Britain
Line 964: SelectFactions, 1 Faction selected: Natives
Line 967: Finished processing event: evt_nam_IND_Repl_Regular_Check
Line 967: ------------------------------
Line 969: SelectFactions, 1 Faction selected: Natives
Line 970: Started processing event: evt_nam_IND_Repl_Regular_Regen
Line 970: This event is not yet referenced, base number of allowed occurences 10
Line 973: Min date evaluated: 1763/06/01 converted to turn 1962 current turn 1961 False
Line 982: Finished processing event: evt_nam_IND_Repl_Regular_Regen
Line 982: ------------------------------
Line 984: SelectFactions, 1 Faction selected: Natives
Line 985: Started processing event: evt_nam_IND_Fire_RaftPW_AIActivate
Line 985: This event is not yet referenced, base number of allowed occurences 999
Line 988: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 990: CheckAILevel: Checking AI Level of faction Natives at least equal to 1 False
Line 992: SelectFactions, 1 Faction selected: Great Britain
Line 996: SelectFactions, 1 Faction selected: Natives
Line 1004: Finished processing event: evt_nam_IND_Fire_RaftPW_AIActivate
Line 1004: ------------------------------
Line 1006: SelectFactions, 1 Faction selected: Natives
Line 1007: Started processing event: evt_nam_IND_Fire_RaftPW_ON
Line 1007: This event is not yet referenced, base number of allowed occurences 1
Line 1010: Min date evaluated: 1763/05/01 converted to turn 1961 current turn 1961 True
Line 1012: SelectFactions, 1 Faction selected: Great Britain
Line 1013: SelectSubUnits finished Regions Selected: 1 SubUnits Selected: 0
Line 1014: EvalSubUnitCount: Great Britain Selected SUs: 0 against 0 - Operator: >= Result: True
Line 1016: SelectFactions, 1 Faction selected: Natives
Line 1018: Entering triggered actions for event evt_nam_IND_Fire_RaftPW_ON
Line 1019: ChangeActorPool Natives New Actor settings for Actor entry 5025 are MaxUse: 1 ResetFreq: 0 ImageID Opt_Pontiac_Michilimackinac.png Cost:
Line 1021: Finished processing event: evt_nam_IND_Fire_RaftPW_ON
Line 1021: ------------------------------
Line 1023: SelectFactions, 1 Faction selected: Natives
Line 1024: Started processing event: evt_nam_IND_Fire_RaftPW_Check
Line 1024: This event is not yet referenced, base number of allowed occurences 999
Line 1027: CheckOption evaluated: IND_Fire-RaftPW Checking value (the request) 1 equal to (Value found) 0 False
Line 1033: SelectFactions, 1 Faction selected: Great Britain
Line 1037: SelectFactions, 1 Faction selected: Natives
Line 1040: SelectFactions, 1 Faction selected: Great Britain
Line 1043: SelectFactions, 1 Faction selected: Natives
Line 1046: Finished processing event: evt_nam_IND_Fire_RaftPW_Check
Line 1046: ------------------------------
Line 1048: SelectFactions, 1 Faction selected: Natives
Line 1049: Started processing event: evt_nam_IND_Fire_RaftPW_Regen
Line 1049: This event is not yet referenced, base number of allowed occurences 10
Line 1052: Min date evaluated: 1763/06/01 converted to turn 1962 current turn 1961 False
Line 1061: Finished processing event: evt_nam_IND_Fire_RaftPW_Regen
Line 1061: ------------------------------

Cheers, Chris

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lodilefty
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Sun Jan 11, 2009 2:18 pm

hmph...

do you have ANY options that work for the IND side?

..maybe it's a Faction thing.....
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Hobbes
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Sun Jan 11, 2009 3:18 pm

lodilefty wrote:hmph...

do you have ANY options that work for the IND side?

..maybe it's a Faction thing.....


I've only tried these two options but I was coming to the same conclusion.
I hope it's not the case. I'll see if I can get a version of the fire raft option working for GBR.

Cheers, Chris

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lodilefty
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Sun Jan 11, 2009 3:37 pm

Hobbes wrote:I've only tried these two options but I was coming to the same conclusion.
I hope it's not the case. I'll see if I can get a version of the fire raft option working for GBR.

Cheers, Chris


There's a fix somewhere, as I do recall this early in WIA beta.....

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Hobbes
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Sun Jan 11, 2009 3:39 pm

I just copied and pasted the event and all I changed was the IND to GBR and the GBR to IND in the first column and the red seal appears for the British side. :confused:

It seems the Indians cannot have option events. One for Pocus.
After about 500+ hours making this scenario I hope this can be fixed - otherwise I shall cry (quite a lot).

Cheers, Chris

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Hobbes
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Sun Jan 11, 2009 3:40 pm

lodilefty wrote:There's a fix somewhere, as I do recall this early in WIA beta.....

Hocus Pocus Minney Minocus, the squirrel needs to speak! :D


:thumbsup: I HOPE SO!!!! Our posts crossed. I'll try and summon the beast.

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Pocus
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Mon Jan 12, 2009 2:58 pm

This does not ring a bell sorry... All factions should be treated equally, unless the IND faction has some defect in his definition. I would tend to say that perhaps Florent has more knowledge than me, I scripted options for NCP and that's all.
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Hobbes
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Tue Jan 13, 2009 11:17 am

It seems I have come to a bit of a dead end with this then. Can anyone at AGEOD confirm if the IND faction are unable to fire options? Florent?

Thanks, Chris

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Hok
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Tue Jan 13, 2009 12:11 pm

Hi Chris,

No idea yet but i'll take time this week to find the solution :confused:

When you said those events don't work : what does it mean ?

You can't trigger them ?
They are triggered and no effect ?

Can you give me more details ?

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Hobbes
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Tue Jan 13, 2009 1:17 pm

Hok wrote:Hi Chris,

No idea yet but i'll take time this week to find the solution :confused:

When you said those events don't work : what does it mean ?

You can't trigger them ?
They are triggered and no effect ?

Can you give me more details ?


The events appear as an option but when you click on them the red seal does not appear. I can't think of anything I could do with an event however incorrect that could result in this behaviour. Any event that shows as an option should display the red seal when the player clicks on it - that part is out of the scenario designers hands I think. I will play around with it some more over the next couple of days.

Maybe somebody could try and add a simple option event to one of the small Indian scenario to see if they encounter the same problem.

Cheers, Chris

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Tue Jan 13, 2009 1:40 pm

Red Seal is a bitmap, the name of the bitmap is coming from Faction file.

Add

LedgerSigImg = UTI_signGBR.png

in IND Faction and try another time :-)

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Hobbes
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Tue Jan 13, 2009 1:52 pm

Hok wrote:Red Seal is a bitmap, the name of the bitmap is coming from Faction file.

Add

LedgerSigImg = UTI_signGBR.png

in IND Faction and try another time :-)


Aha genius! :thumbsup:

Many thanks Florent!

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lodilefty
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Tue Jan 13, 2009 3:25 pm

Hok wrote:Red Seal is a bitmap, the name of the bitmap is coming from Faction file.

Add

LedgerSigImg = UTI_signGBR.png

in IND Faction and try another time :-)


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Pocus
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Tue Jan 13, 2009 6:05 pm

Faulty faction file :)
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Hobbes
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Wed Jan 14, 2009 5:33 pm

Hi chaps, things are going well once more. I've almost got the fire raft event working but have a couple more questions :-

If the _Check version of an option event fails for any reason is it possible to then to remove the _ON event as an option to a player? I want this to be a one attempt only option. The _ON event seems to hang around until the _Check event finally fires (not using max dates or anything like that).

I'm also trying to detect the failure of a _Check event using a regular event placed after the option events.

I have an event called evt_nam_IND_Fire_Raft_FailPW with conditions :-
EvalEvent evt_nam_IND_Fire_RaftPW_ON|=|1 and
EvalEvent evt_nam_IND_Fire_RaftPW_Check|=|0

I'm trying to see if the _ON event was pressed but the _Check failed.
Not sure if this is the way to go about this. In any case it fails to fire.

Thanks for any advice,
Chris

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Hobbes
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Thu Jan 15, 2009 8:45 pm

I think the main snag is you can tell if the _ON has fired but not if the player has clicked it. I can get around both of the problems above by adding some regular line events I think.

Cheers, Chris

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Hobbes
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Thu Jan 15, 2009 9:01 pm

The attached seems to work fine for this :-
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lodilefty
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Thu Jan 15, 2009 9:22 pm

I may not be sure what you are meaning, but can't you set the number of occurances for evt_nam_IND_Fire_RaftPW_Check to = 1 [line 26 :p aram0] with all of the rest of the conditions and actions from evt_nam_IND_Fire_Raft_AttemptPW in the evt_nam_IND_Fire_RaftPW_Check?

It should only happen once. Check event won't run if On event hasn't because there's nothing to check....

B]evt_nam_IND_Fire_Raft_FailPW[/B] doesn't seem to do anything...

There does not HAVE to be a reset event, which defaults any event to 1 occurance [AFAIK, there are some in WIA where the reset event is max=0.]
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Hobbes
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Thu Jan 15, 2009 10:20 pm

lodilefty wrote:I may not be sure what you are meaning, but can't you set the number of occurances for evt_nam_IND_Fire_RaftPW_Check to = 1 [line 26 :p aram0] with all of the rest of the conditions and actions from evt_nam_IND_Fire_Raft_AttemptPW in the evt_nam_IND_Fire_RaftPW_Check?

It should only happen once. Check event won't run if On event hasn't because there's nothing to check....

B]evt_nam_IND_Fire_Raft_FailPW[/B] doesn't seem to do anything...

There does not HAVE to be a reset event, which defaults any event to 1 occurance [AFAIK, there are some in WIA where the reset event is max=0.]


What I need is an event that has only one shot at firing and costs EP whether it succeeds or fails. If it fails to fire, a message should be shown to show the failure (evt_nam_IND_Fire_Raft_FailPW) and it should not be offered again (unless the reason for failure was a lack of EP).

I can't see any way of achieving all of this unless extra line events are used.
Cheers, Chris

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Thu Jan 15, 2009 10:57 pm

Hobbes wrote:What I need is an event that has only one shot at firing and costs EP whether it succeeds or fails. If it fails to fire, a message should be shown to show the failure (evt_nam_IND_Fire_Raft_FailPW) and it should not be offered again (unless the reason for failure was a lack of EP).

I can't see any way of achieving all of this unless extra line events are used.
Cheers, Chris


Well, if what you got works, go with it!
No need to get fancy ;)
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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