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Re: Changes for TURN triggers



On 13.08.2004 09:57, Marcus Schreiner wrote:
> 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.

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?
Actually, yes, you're right, it does make a difference...

> 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.
Now I'm not quite sure what to do with the HAVE_UNIT and HAVE_BUILDING
triggers. The TURN trigger fires on or after the set turn. The two
HAVE_* triggers also accept a turn parameter but it causes them to
be checked only during the specified turn, not afterwards. Should
we change the behaviour to be the same as for TURN and also use
phases, or leave them alone?
Right now I don't think any map uses the turn parameter for those
two so neither approach would cause much havoc.

Jens