Trigger shenanigans
Posted: Sun Oct 09, 2022 7:33 am
Hi all, I have a funny problem with a trigger in a scenario.
Basically, the player must take a town, then the enemy forces cut him off. There is an airport near the town, and an event fires giving the player the possibility to choose from getting reinforcements or a supply point in the town via yes/no dialogue button. The trigger also changes the objectives of the scenario. The required triggers are "take the hex" and "check supply connection", and they both work.
In the editor, if I plop a unit in the town from turn1, which becomes isolated, the event fires accordingly. No problem. Dialogue box and changing objectives work fine.
When actually playing, the trigger only changes the objective, but the dialogue trigger doesn't show up so no reinforcements and no supply choice. I can't figure out why since the trigger clearly fires, it's just part of the "effects" that seem to not work for some hidden reason.
Basically, the player must take a town, then the enemy forces cut him off. There is an airport near the town, and an event fires giving the player the possibility to choose from getting reinforcements or a supply point in the town via yes/no dialogue button. The trigger also changes the objectives of the scenario. The required triggers are "take the hex" and "check supply connection", and they both work.
In the editor, if I plop a unit in the town from turn1, which becomes isolated, the event fires accordingly. No problem. Dialogue box and changing objectives work fine.
When actually playing, the trigger only changes the objective, but the dialogue trigger doesn't show up so no reinforcements and no supply choice. I can't figure out why since the trigger clearly fires, it's just part of the "effects" that seem to not work for some hidden reason.