View Full Version : Event Variable Question
G'day,
I'm wondering if it's possible to have the Event Variable tool in the Event Editor go front and back. What I want to do in a scenario, is to have a neutral country sitting off to the side. This country will have the potential to join either side, depending on the EV. So, if Side 1 gains enough points (say 100), the neutral country joins it (activating units sitting in Side 1's Forces list). If Side 2 gains enough negative points (-100) then the neutral country joins it.
Does anyone know if this is possible? I'm still a bit shaky about the Variable editor, and I'm not too sure how to go about doing this. What value does the EEV start a scenario on anyway?
G'day,
I'm wondering if it's possible to have the Event Variable tool in the Event Editor go front and back. What I want to do in a scenario, is to have a neutral country sitting off to the side. This country will have the potential to join either side, depending on the EV. So, if Side 1 gains enough points (say 100), the neutral country joins it (activating units sitting in Side 1's Forces list). If Side 2 gains enough negative points (-100) then the neutral country joins it.
Does anyone know if this is possible? I'm still a bit shaky about the Variable editor, and I'm not too sure how to go about doing this. What value does the EEV start a scenario on anyway?
No, the EEV doesn't go below 0.
but it can be decreased, so simply start with an EEV of 50 and let 100 and 0 be the activation trigger of the neutral country siding with force 1 or force 2.
For reference you might want to look at Europe Aflame, it has plenty of EEV increase/decrease events and events that are triggered at a specific EEV level
Thanks for that guys. How do I initially set the EEV to 50? Do I use the Event 1 slot to set it to 50? I've noticed that the order you put events into the editor is quite important to the way things work in TOAW. What I'd like to do is have the neutral country join Force 1 when the EEV is above 100, and join Force 2 when it gets to 0. The start point is 50. I can work on the +/- side, but how to set the start point still puzzles me.
Mark Stevens
05 Jul 04, 20:39
I'm sure that there's a clever way to do it, but why not simply have an automatic (no triggers) Event on Turn One adding fifty to the variable? Wouldn't that work?
I'm sure that there's a clever way to do it, but why not simply have an automatic (no triggers) Event on Turn One adding fifty to the variable? Wouldn't that work?
The only question I have with doing it like that, is if during the 'split second' that the EEV is on zero (before the event adding 50 kicks in) the game engine will assign the neutral country to Side 2?
Mind you, I think I may have an answer. Would this work;
Event 1: Add 100 to EEV
Event 2: When EEV equals 150, activate neutral country units for Side 1.
Event 3: When EEV equals 50, activate neutral country units for Side 2.
Events 4-10: +/- to EEV depending on options taken.
Would this work;
Event 1: Add 100 to EEV
Event 2: When EEV equals 150, activate neutral country units for Side 1.
Event 3: When EEV equals 50, activate neutral country units for Side 2.
Events 4-10: +/- to EEV depending on options taken.
NO!
The variable range is 0-100.
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Withiout using the External Events the following sequence would work
event 1 Variable PLUS 100
event 2 Variable MINUS 50
These events should be first two events in the editor - they can be elsewhere and they could create complications.
While not dealing with the variable, Demo 017 Force Winning, in the article section at TDG.NU shows the importance of placing events in the proper sequence. Variable problems would be similiar.
Sequence of events is always important
I would recommend that all variable value changes be grouped togather as the last events in the editor. The variable being set at the end of the event list will effect nothing the turn of the change.
The following turn, the variable will trigger the designated event AND no variable value changes will occur until after those events have been triggered. The changes WON'T cancel the trigger event.
Since the opposite variable could be triggered (dependent on the value total of values assigned) also recommend that the deployment event trigger a withdrawal order for the never to be deployed OOB units of the other force.
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I am not in a position to continue to contribute to this thread in a timely manner.
Lou
--------------------------
The TOAW is in the details
G'day everyone,
Well, I tried to set up the EEV to let me have a neutral country ready to join Force 1 at EEV=90, and to join Force 2 at EEV=10. Unfortunately, it doesn't appear to work like that. I had events as follows;
Event 1: Add 50to EEV
Events 430-449: +/- to EEV depending on options taken.
Event 450: When EEV equals 90, activate neutral country units for Force 1.
Event 451 When EEV equals 10, activate neutral country units for Force 2.
Problem is, is seems to me that when the EEV is equal to or greater than 10, TOAW will activate Event 451 immediately. Which of course is what the EEV is set at from the very first turn of the scenario.
So, it appears to be impossible to have a 'two sided EEV'; the damn thing only works one way. It seems to work as an 'equal to or greater than' rather than a 'equal to or lesser than'. I guess this was obvious from the start, but I didn't pick it. Anyway, the 'fix' around it, is to use the EEV to see if Force 2 can get the neutrals onside, but use TOs and % events to give Force 1 a chance of getting them onboard. I can get the same result, just not in such an elegant manner.
Oh well, such is life.
piero1971
04 Jan 05, 01:19
I did exaclty this in my Israel 2006 scenario (start at 10 - if goes down to zero, US helps israel, if goes up, UN and US do somehting different). it seems to work.
I am doing the same in my Korea 2005 scenario at the moment, where, say, it starts at 50, then if North Korea attacks the South the variables go up, to the point that Japan (80) and even China (100) attack North Korea, but if the US attacks North Korea before NK attacks the variable goes down and at 30, Japan stays neutral, and at 0 China sends help to NK...
I did exaclty this in my Israel 2006 scenario (start at 10 - if goes down to zero, US helps israel, if goes up, UN and US do somehting different). it seems to work.
I am doing the same in my Korea 2005 scenario at the moment, where, say, it starts at 50, then if North Korea attacks the South the variables go up, to the point that Japan (80) and even China (100) attack North Korea, but if the US attacks North Korea before NK attacks the variable goes down and at 30, Japan stays neutral, and at 0 China sends help to NK...
How did you get this to work? At first, I thought the EEV worked on exact numbers, but after working with it, I realised that any value greater than the one set would work. How did you set this up in your scenarios; I'd really like to know.
Cheers.
piero1971
06 Jan 05, 06:57
i used this sort of seuqence
turn 1 : set variable to 50
if something happens variable increases by something or decreases by something
Turn x : enable event y
event y : if variable = 0, then do something.
I think it worked. I need to look under the hood of that israel 2006 scnario to confirm.
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