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Re: Changes for TURN triggers



> One example where this actually goes wrong is the Cleansweep
> (aka Manhunt) map Marcus has posted. The blue reinforcements
> arrive on turn 10 at the beginning of the blue player's phase.
> This is also the time when the message event should be fired
> that informs the yellow player of the new units. This would
> cause the message to be queued in the turn history buffer and
> displayed during the replay at the yellow player's next
> phase.

But my message event is triggerded by turn number 10 AND dependent on the
arrival of the reinforcements. So if the dependency was removed the message
would fire at the start of yellow turn 10 and tell that reinforcements have
arrived but actually they arrive after yellow turn 10. So the dependency
makes a difference? Or am I wrong?

> Everyone sufficiently confused yet?
> 
> Therefore I'm planning to add an additional parameter
> for setting the phase in which the event should fire.
> 
> Hope you like that idea as much as I do.

Yup, that would be useful.