View Full Version : Warning about using clock in Scenario Builder
Deltapooh
09 Jan 04, 13:50
Problem: AI battle plans work in scenario builder, but not in the game.
Cause: When testing a battle plan in the builder, I used a shortcut. I would place tagged units in the proper location to trigger events. Then start the clock in the builder. This is a bad ideal. For whatever reasons, this technique fails unless if a player starts his game with units in the trigger.
Solution:
1. When using the clock in the builder to test battle plans, start units outside of trigger, preferably in the same location used in the game.
2. Playtest scenarios in the game. This might require applying cheats such as (hold fire).
It's not a big issue. However, it can throw you off if you're not aware of it.
Pat Proctor
09 Jan 04, 22:14
DP,
I know it will be huge files, but could you send me a compressed file containing the scenario files?
I used this technique frequently and never exposed this bug (I am sure it exists, I just want to squash it).
Does everything work normally if you start the clock first and then move the units into the trigger point? This is how I usually do it.
Deltapooh
10 Jan 04, 00:29
Everything works fine if when I start the clock and get the units moving, that is unless I've messed up in scripting.
It's really not a bug. It just deceives you. Allow me to explain:
When I was scripting the Tactical Decision Making Scenario, I wanted the tanks to counter-attack once an event box was triggered. So I set up an event box, tagged the friendly force, and created a route in "Prerequisite Data". Now I created a plan that included assign path (with the stored route added) and cancel toggle order-stop. I also gave the order to cancel toggle order-hold fire, for enemy infantry. All in one phase, using a single event box.
Finally, I moved my friendly forces into the event box, and started the clock. Everything happened as planned.
Then for some reason (I forget), turned off the clock, placed the friendly force behind the LD, assigned a path, and had them move out when I restarted the clock. When the units reached the event box, the enemy infantry cancelled hold fire, and the tanks were assigned their path, but did not move.
After some thought, I decided to rescript the "cancel toggle order"-stop. I added the path I stored in prerequisite data in the add dialog of cancel toggle order. I've never done this before.
Again, I put the units behind LD, start the clock. When the friendly units reached the event box, the AI's did what I wanted them to.
So I'm not certain if it's really a bug. It's just that if you try it my old way, things will not workout the way you planned, which is common when you take shortcuts. :)
Pat Proctor
10 Jan 04, 11:15
Well,
I am certain that the problem was not your units being in the trigger or not in the trigger. Otherwise NONE of the orders would be triggered.
Are you SURE you referenced your path (from the pre-requisite data) in the Assign Path order. What it sounds like is that you assigned path with a blank path, the started the units. Since they had no path, they stopped again (of course, I am not LOOKING at your problem, so I very well could be wrong).
Deltapooh
11 Jan 04, 14:17
That could have been the problem. I tried to simulate the incident again today. Couldn't. So it is probably something I did wrong. (not the first time.)
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