We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Yeah, you have to refine the information a little for us. There's so much deaths being set it's hard to understand what's going on.
Do what Ahli suggested and add display text or create unit over unwalkable terrain (for non human players, the error message will work like a display text for you) and analyze which part of the trigger stop. Wait block is a good guess btw.
If you use hyper triggers make sure they are owned by a single computer without waits (preferred) - OR - are owned by All Players
and are at the bottom of the trigger list.
Btw. you should use only 1 dc to store the state of the current turn. E.g. Cantina = 1 - do stuff, set Cantina = 2, etc. It makes things
much easier and thus helps find errors.
This is how I would make the battle triggers:
In my example the begin of the battle is marked by any player in force 1 having a death of cantina.
The triggers during the fight are all owned by a computer (P6) to make sure they don't run multiple times by accident. Additionally I give the unit to P6 so the player can't interfere, so it makes sense to have them owned by P6.
'Attackers' is a large vertical location that is (temporarily) fixed over the starting position of the human attackers.
'Defender' is a large (temporarily) fixed location over the P7 defenders.
Force 1Current Player has suffered at least 1 death of cantinaP6 has suffered at most 0 deaths of cantinaGive 1 unit owned by Current Player at 'Attackers' to P6Set deaths of cantina to 1 for P6 Player 6Current Player has suffered exactly 1 death of cantinaCenter location 'Starting point' on [men] owned by Current Player at 'Attackers'Center location 'Target' on [men] owned by P7 at 'Defenders'
Order to attack 1 unit of Current Player at 'Starting point' to attack to 'Target'Set deaths of cantina to 2 for Current Player Note:[/color] If the battles always take place at the same fixed location you don't need to center 'Starting point and 'Target'.
Player 6Current Player has suffered exactly 2 deaths of cantinaCurrent Player has at least 1 kills scoreCreate 3 scourges at 'Starting point' for P7Create 1 scourge at 'Starting point' for Current PlayerCenter 'FacingFix' on scourge owned by Current PlayerRemove all scourges at 'Attackers' for All Players
Set kills score to 0 for Current PlayerOrder all [men] owned by Current Player at 'Defenders' move to 'FacingFix'Set deaths of Cantina to 3 for Current Player Note: If the battles always take place at the same fixed location you don't need the mobile grid to position 'FacingFix'.
Player 6Current Player has suffered exactly 3 deaths of cantinaCurrent Player brings at least 1 [men] to 'FacingFix'Order all [men] owned by Current Player at 'FacingFix' move to 'Starting point'Set deaths of cantina to 4 for Current Player Force 1P6 has suffered exactly 4 deaths of cantinaCurrent Player has suffered at least 1 deaths of cantinaP6 brings at least 1 [men] to 'Starting point'Give all [men] owned by P6 at 'Starting point' to Current PlayerSet deaths of cantina to 0 for Current PlayerSet deaths of cantina to 0 for P6 Note: This is potentially buggy when a player starts his attack turn and during the attack another player starts an attack turn AND has a lower player number than the first player. You'll have to take care of that. For example by setting the cantina(s) only when all players have chosen their action.
The condition for any follow up trigger would be All Players suffered at most 0 deaths of cantina. Or you set deaths of cantina to 5. Whatever suits you.
Alright, I hope seeing these triggers you can figure out how to simplify your turn system and fix the bug along the way because as you can see the turn is divided in neat subturns through the dc and thus errors are easy to track. And I don't need a wait. You should avoid these anyway.
Post has been edited 5 time(s), last time on Jan 2 2011, 9:20 pm by NudeRaider.