Hi All,
Although I'm a regular reader of this forum, this is my first post.
Thanks to all for all these infos and tips however I didn't find any clue about "Trigger Timer".
Is it working properly and if so how does it work ?
Trigger Timer
Moderators: The Artistocrats, Order of Battle Moderators
Re: Trigger Timer
Welcome!
Maybe tell us what exactly you try to do. If you want to create "Triggers" that are turn-based then add "Check Turn" under "Conditions" with whatever "Effects".
PS: ah, you mean that condition "Trigger Timer". Well, it seems to count from 0 to target value every time the trigger event happens. Should it reach the target value then it applies the effect.
I don’t know any example where this condition have been used so far, but maybe someone else. I guess it's only useful in combination with other conditions, like if a unit was attacked x-times or sits on a certain hex for x-turns.
Maybe tell us what exactly you try to do. If you want to create "Triggers" that are turn-based then add "Check Turn" under "Conditions" with whatever "Effects".
PS: ah, you mean that condition "Trigger Timer". Well, it seems to count from 0 to target value every time the trigger event happens. Should it reach the target value then it applies the effect.
I don’t know any example where this condition have been used so far, but maybe someone else. I guess it's only useful in combination with other conditions, like if a unit was attacked x-times or sits on a certain hex for x-turns.
Re: Trigger Timer
Thanks.
Well the idea is to delay an event. For example when a unit is killed then a countdown (in turns) starts and when the countdown reachs a given value it triggers another event. Classic.
I already did that using scenario variable (condition and effect) but I thought this "trigger timer" condition should do the job easierly. But my results so far are a bit... erratic.
Well the idea is to delay an event. For example when a unit is killed then a countdown (in turns) starts and when the countdown reachs a given value it triggers another event. Classic.
I already did that using scenario variable (condition and effect) but I thought this "trigger timer" condition should do the job easierly. But my results so far are a bit... erratic.
Re: Trigger Timer
When Trigger Timer condition is being checked its Starting Value is incremented by +1.
When Starting Value is equal to Target Value effect is fired.
Problem with turn delays happens because if Trigger Events are set to Turn Start they actually check for condition at every turn start for every faction in the game. This is why trigger fires earlier than expected. Turn Start is not a good choice of wording here because it is actually turn phase.
To resolve this you add another condition. The one that checks turn counts.
Check Turn condition should be placed above Trigger Timer and set to >1 (greater than 1).
This way condition is checked on every turn count and Trigger Timer incremented by +1 on every turn count so you get a precise delay.
Attached is example where message is delayed to fire on 3rd turn. You can find more complex example in Scapa Flow scenario of Kriegsmarine campaign.
When Starting Value is equal to Target Value effect is fired.
Problem with turn delays happens because if Trigger Events are set to Turn Start they actually check for condition at every turn start for every faction in the game. This is why trigger fires earlier than expected. Turn Start is not a good choice of wording here because it is actually turn phase.
To resolve this you add another condition. The one that checks turn counts.
Check Turn condition should be placed above Trigger Timer and set to >1 (greater than 1).
This way condition is checked on every turn count and Trigger Timer incremented by +1 on every turn count so you get a precise delay.
Attached is example where message is delayed to fire on 3rd turn. You can find more complex example in Scapa Flow scenario of Kriegsmarine campaign.
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TriggerTimer.7z- (1.58 KiB) Downloaded 111 times
Re: Trigger Timer
Great! Thanks.


