Multiple Unit Types Created On RANDOMTURN Event Trigger?

plainsfire

Chieftain
Joined
May 23, 2012
Messages
16
Hello,

As it says, is it possible for 2 different types of units to be created on a RANDOMTURN event? Because I have an example below, and it is only creating the 2nd unit type when it fires, and mot creating the first type. Any ideas please? Thanks!

Here's an example...

@IF
RANDOMTURN
denominator=150
@THEN
CREATEUNIT
unit=Argentine Army
Count=30
owner=Orientals
veteran=yes
homecity=none
Randomize
locations
241,189
237,191
236,194
242,190
endlocations
PLAYWAVEFILE
Horde.wav

CREATEUNIT
unit=Rifled Gun
Count=10
owner=Orientals
veteran=no
homecity=none
Randomize
locations
241,189
237,191
236,194
242,190
endlocations
PLAYWAVEFILE
Horde.wav
@ENDIF
 
I used pretty much that same style of triggers for my Korean War scenario in repeated instances, and there were no issues at all. I'm not sure what could be causing the discrepancy there. That is odd.
 
Not sure where you're getting this from Patine, but I've never heard of it. Here's what the manual says: "Note that, although a single trigger can cause multiple actions, each trigger can cause only one action of each type. You can, for example, use MoveUnit, ChangeMoney, and CreateUnit all in the same event, but you can't use CreateUnit twice (or more times) in the same event. If you wanted to create more than one unit, you would need to define another event using an identical trigger." While I only have an early version of the Korea scenario, there are no such events there. Perhaps you added them in a later version, but I'd be very surprised if they work.
 
Oh, I'm sorry, I misread the triggers. Comparing them to the actual events.txt from my KW scenario, you are correct. I was confusedly mistaking CreateUnit events from multiple several triggers and thinking they were from the same. It's been a long day - and it's not even over. :sleep:
 
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