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EventManager not being started

Terradive

Warlord
Joined
Jun 4, 2009
Messages
186
My event Manager isn't being started. I know this because I inserted a print line into on unit killed:

Code:
	def onUnitKilled(self, argsList):
		'Unit Killed'
		unit, iAttacker = argsList
		player = PyPlayer(unit.getOwner())
		attacker = PyPlayer(iAttacker)
		if(unit.getUnitType() != gc.getInfoTypeForString("UNIT_IMMIGRANT")):
			return
		ImmigrationUtils.removeImmigrantData(unit)
		unit.kill(True,PlayerTypes.NO_PLAYER)
		CvUtil.pyPrint("A Unit was killed")

This is the output I saw in debug:

Code:
PY:citydoturn 16384
PY:Player 50 Civilization Barbarian State Unit Warrior was killed by Player 4
PY:citydoturn 16384

Here is my init.xml:

Code:
[SPOILER]<?xml version="1.0" encoding="ISO-8859-1" ?>
<!--
	Main BUG Mod Initialization

	This file initializes the BUG Core and all mods.

	Copyright (c) 2008 The BUG Mod.
-->
<bug>
	
	<!-- BUG Core -->
	
	<load mod="BUG Config"/>
	<load mod="BUG Core"/>
	
	
	<!-- Civilization Core -->
	
	<!-- Domestic and Military Advisors and Civilopedia are chosen by options -->
	<init module="CvScreensInterface"/>
	
	
	<!-- Utility Modules -->
	
	<init module="FontUtil" immediate="True"/>
	<symbol id="war" from="COMMERCE_GOLD" offset="25"/>
	<symbol id="peace"/>
	<symbol id="space"/>  <!-- blank symbol the same size as other standard symbols -->
	<symbol id="militaryinstructor" name="MILITARY_INSTRUCTOR"/>
	<symbol id="land" name="DOMAIN_LAND"/>
	<symbol id="sea" name="DOMAIN_SEA"/>
	<symbol id="air" name="DOMAIN_AIR"/>
	<symbol id="sentry" name="ORDER_SENTRY"/>
	<symbol id="fortify" name="ORDER_FORTIFY"/>
	<symbol id="wait" name="ORDER_WAIT"/>
	<symbol id="upgrade"/>
	<symbol id="cancel"/>
	<symbol id="ss casing" from="HAPPY" offset="-25"/>
	<symbol id="ss cockpit"/>
	<symbol id="ss docking bay"/>
	<symbol id="ss engine"/>
	<symbol id="ss life support"/>
	<symbol id="ss stasis chamber"/>
	<symbol id="ss thruster"/>
	<symbol id="citizen" from="POWER" offset="1"/>
	<symbol id="greatgeneral" name="GREAT_GENERAL"/>
	
	<init module="AttitudeUtil">
		<!-- Furious, Annoyed, Cautious, Pleased, Friendly -->
		<arg name="colors" type="tuple">
			"COLOR_RED", 
			"COLOR_CYAN", 
			"COLOR_CLEAR", 
			"COLOR_GREEN", 
			"COLOR_YELLOW"
		</arg>
		<!-- Non-memory attitude modifier keys -->
		<arg name="modifiers" type="tuple">
			"TXT_KEY_MISC_ATTITUDE_LAND_TARGET",
			"TXT_KEY_MISC_ATTITUDE_WAR",
			"TXT_KEY_MISC_ATTITUDE_PEACE",
			"TXT_KEY_MISC_ATTITUDE_SAME_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_DIFFERENT_RELIGION",
			"TXT_KEY_MISC_ATTITUDE_BONUS_TRADE",
			"TXT_KEY_MISC_ATTITUDE_OPEN_BORDERS",
			"TXT_KEY_MISC_ATTITUDE_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_DEFENSIVE_PACT",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_VASSAL",
			"TXT_KEY_MISC_ATTITUDE_SHARE_WAR",
			"TXT_KEY_MISC_ATTITUDE_FAVORITE_CIVIC",
			"TXT_KEY_MISC_ATTITUDE_TRADE",
			"TXT_KEY_MISC_ATTITUDE_RIVAL_TRADE",
			"TXT_KEY_MISC_ATTITUDE_FREEDOM",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_GOOD",
			"TXT_KEY_MISC_ATTITUDE_EXTRA_BAD"
		</arg>
	</init>
	<event type="LanguageChanged" module="AttitudeUtil" function="initModifiers"/>
	<symbol id="furious" name="ATTITUDE_FURIOUS" from="POWER" offset="4"/>
	<symbol id="annoyed" name="ATTITUDE_ANNOYED"/>
	<symbol id="cautious" name="ATTITUDE_CAUTIOUS"/>
	<symbol id="pleased" name="ATTITUDE_PLEASED"/>
	<symbol id="friendly" name="ATTITUDE_FRIENDLY"/>
	
	<init module="ColorUtil">
		<!--
			You can safely modify this list to change the color dropdown menus
			for color options. You can change the text displayed in the menus by
			adding translations for your new colors to Colors_CIV4GameText.xml
			in the XML/Text directory. 
		-->
		<arg name="colors" type="tuple">
			"COLOR_RED",
			"COLOR_YELLOW",
			"COLOR_CYAN",
			"COLOR_GREEN",
			"COLOR_BLUE",
			"COLOR_MAGENTA",
			"COLOR_WHITE",
			"COLOR_LIGHT_GREY",
			"COLOR_GREY",
			"COLOR_DARK_GREY",
			"COLOR_BLACK"
		</arg>
	</init>
	<event type="LanguageChanged" module="ColorUtil" function="createColors"/>
	
	<events module="DealUtil" function="addEvents"/>
	<events module="DiplomacyUtil" function="addEvents"/>
	<extend how="after" module="DiplomacyUtil" function="handleAIComment" to="CvDiplomacyInterface" as="beginDiplomacy"/>
	<extend how="after" module="DiplomacyUtil" function="handleUserResponse" to="CvDiplomacyInterface" as="handleUserResponse"/>

	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="CvEnhancedTechConquestEventManager"> </events>
	<events module="RoMEventManager"> </events>
	<!-- Rise of Mankind end -->
	<init module="GGUtil"/>
	<init module="GPUtil"/>
	<init module="ReligionUtil"/>
	<init module="TechUtil"/>
	<init module="TradeUtil"/>
	<init module="TraitUtil"/>
	<init module="UnitUtil"/>
    <gameutils module="WidgetUtil" handler="getWidgetHelp"/>
    
	<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
	<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>
	
	
	<!-- Mods -->
	
	<load mod="BUG Main Interface"/>
	<load mod="BUG City Screen"/>
	<load mod="BUG Advisors"/>
	
	<load mod="Customizable Domestic Advisor"/>
	<load mod="Better Espionage"/>
	<load mod="All Eras Dawn of Man Screen"/>
	<load mod="TechWindow"/>
	
	<load mod="Not Just Another Game Clock"/>
	<load mod="Advanced Scoreboard"/>
	<load mod="Plot List Enhancements"/>
	
	<load mod="Autolog"/>
	<load mod="Reminder"/>  <!-- requires Autolog -->
	<load mod="Civ4lerts"/>
	<load mod="MoreCiv4lerts"/>
	<load mod="Unit Naming"/>
	<load mod="FavoriteCivicDetector"/>
	<load mod="EventSigns"/>
	<load mod="Strategy Overlay"/>
	<load mod="StatusDump"/>
	<load mod="MovieMod"/>

<!--RevolutionDCM start - mod components -->
	<load mod="RevDCM"/>
	<load mod="Revolution"/>
<!--RevolutionDCM end-->
	<load mod="Abandon City Mod"/>
	
	<!-- BULL -->
	
	<load mod="BULL Core"/>
	<load mod="BULL Actions"/>
	<load mod="BULL City Bar"/>
	<load mod="BULL Misc Hovers"/>
	
	<load mod="AutoSave"/>
	<load mod="MapFinder"/>
	<load mod="Advanced Combat Odds"/>
	
	<!-- BUFFY -->
	
	<load mod="BUFFY"/>

	<load mod="RoMSettings"/>
	<load mod="DiplomacySettings"/>
	<load mod="AutomatedSettings"/>
	<!--<load mod="EnhancedTechConquest"/> -->

	<!--Mad Nukes Mod-->
	<events module="MADNukesEventManager"/>
	<!--Mad Nukes Mod-->
	<!-- Options Screen -->
	
	<screen id="BUGFull">
		<tab module="BugGeneralOptionsTab"/>
		<tab module="RevDCMOptionsTab"/>
		<tab module="RoMOptionsTab"/>
		<tab module="ANDDiplomacyTab"/>
		<tab module="ANDAutomationsTab"/>
		<tab module="BugMapOptionsTab"/>
		<tab module="BugCityScreenOptionsTab"/>
		
		<tab module="BugAdvisorOptionsTab"/>
		
		<tab module="BugAlertsOptionsTab"/>
		<tab module="BugScoreOptionsTab"/>
		<tab module="BugNJAGCOptionsTab"/>
		
		<tab module="BugPleOptionsTab"/>
		<tab module="BugACOOptionsTab"/>
		<tab module="BugUnitNameOptionsTab"/>
		
		<tab module="BugAutologOptionsTab"/>
		
		<tab module="BugSystemOptionsTab"/>
		<tab module="BugCreditsOptionsTab"/>
	</screen>
	  <load mod="Immigration"/>
</bug>[/SPOILER]

The event I'm trying to start is in RoMEventManager. I switched it there after having problems trying to fire it from the my event manager.
 
Unless the unit killed was an immigrant type unit it will never get to the print statement as it will already have hit a return statement.
 
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