I still can make triggers, however I can not access AoM to test them. And so, as I still make triggers, I wish to know if they work. So I request help here. WOuld you guys be able to help me with testing the triggers I make? I will post the trigger here, and someone just needs to put it in their trigger file, run some tests and report back to me.
1) I will post the trigger.
2) I will set the tests you need to make.
3) You test and then make your report for what happened.
4) There may be a need for a video of it happening if it is a very important trigger, in which case I can supply the video software or you can. Just then upload to youtube or photobucket and link to me.
5) Your reward is the trigger, if it works, you get to use it obviously, otherwise I will fix it and then post the fixed version here.
<Effect name="Group Check"> <Param name="Group" dispName="Group Number (1-9)" VarType="long">0</Param> <Param name="Mute" dispName="Selection Sound" VarType="bool">true</Param> <Param name="Choice1" dispName="Select" VarType="bool">false</Param> <Param name="Choice2" dispName="Look" VarType="bool">false</Param> <Command>if(%Mute%==false) trBlockAllSounds(true);</Command> <Command>if(%Choice1%==true) uiSelectNumberGroup(%Group%);</Command> <Command>if(%Choice2%==true) uiLookAtNumberGroup(%Group%);</Command> <Command>if(%Mute%==false) trUnblockAllSounds();</Command> </Effect> Tests; Create, Uncreate, Add to, take out, mess around with groups in all the ways you can use this trigger, let me know if it works. And the mute sound, see if that works.
<Effect name="Quest Var Randomize 2"> <Param name="QVName" dispName="Var Name" VarType="string">QV1</Param> <Param name="Number" dispName="'Value' Count" VarType="float">1-5</Param> <Param name="Value1" dispName="Value One" VarType="float">0</Param> <Param name="Value2" dispName="Value Two" VarType="float">0</Param> <Param name="Value3" dispName="Value Three" VarType="float">0</Param> <Param name="Value4" dispName="Value Four" VarType="float">0</Param> <Param name="Value5" dispName="Value Five" VarType="float">0</Param> <Command>trQuestVarSetFromRand("EhtdwAthEtdwN", 1, %Number%, true);</Command> <Command>for(value=0;>1) {};</Command> <Command>value = trQuestVarGet("EhtdwAthEtdwN");</Command> <Command>if(value==1) trQuestVarSet("%QVName%", %Value1%);</Command> <Command>if(value==2) trQuestVarSet("%QVName%", %Value2%);</Command> <Command>if(value==3) trQuestVarSet("%QVName%", %Value3%);</Command> <Command>if(value==4) trQuestVarSet("%QVName%", %Value4%);</Command> <Command>if(value==5) trQuestVarSet("%QVName%", %Value5%);</Command> <Command>else trQuestVarSet("%QVName%", 0);</Command> </Effect> Tests; Use it like the normal quest var randomize, except this one, you can choose the different numbers that would occur instead of ones between a high and low. Report as normal.
-- Edited by WinstonShnozwick on Wednesday 24th of February 2010 03:52:07 PM
Worked perfectly, great trigger Winston. I don't think you really need a video , do you? It was quite a simple trigger. I typed 'A' four times and it removed them all, while keeping chat history.
Wow very good charlie. I wanted that because like in combination effects, there is alot of text telling you what to do, but it gets cleared before you may have read it all, so this lets me do it while keeping the history still. Great, I like that.
And thymole? What do you mean, pagebreak like enter? Oh well, it works cleaner this way. Although guys, do know that if you had previous chats in before, and you scrolled up, this only scrolls down one page, so you still could have stuff on the screen.
I'll try and get you the video of the player change random tomorrow. I don't have time for it now. And if WRP doesn't have time to do the god power I could do that too.
I found errors testing your god powers trigger. I put in 5 triggers with 5 different gps. All of the triggers were active and run immediately. They all had Chat Contains as an effect, with different chats. 1 should have made player 1 bolt player 2's hoplite, 1 should have made p2 bolt p1's hoplite, 1 should have made mother nature bolt another of p1's hoplites, 1 should have made p1 invoke vortex (both p1 and p2 had 25 hoplites), 1 should have made p1 invoke restoration. No one of them worked. I tried to change the conditions to timers, but it didn't work. I activated the trigger loader but it didn't work. I'll submit a video when I'll find a program to register one.
-- Edited by WRP_Beater on Wednesday 17th of February 2010 12:52:04 PM
I pasted the player change random into typetest 3 as I did with the clear chat, however, it did not appear ingame. I do not know the reason for this, but suspect it is because of the weird stuff you put in, I've never seen CDATA before. WRP, could you try putting it in your typetest to see if it appears?
I can't use it because when I paste it in it doesn't appear when I go to triggers, if anyone else could try pasting the trigger in their typetest and checking if it appears I would be grateful.
Charlie, you can try to make a new typetest in which you'll add only that trigger. Copy and paste in Trigger2 one of your typetests, it will be i.e. Copy of TypeTest. Rename it to i.e. TypeWinston or w/e than open it with block notes. Delete everything so that it'll be empty, then copy and paste this code:
i am pretty sure that qv random 2 works, i used it in nomadican last before i lost my laptop and it works fine, i just wanted a confirmation
and the group control ones, well I dont know about those, how about charlie? and check the main post, the god power one is fixed try it. never mind here it is
Lovely lovely code :D May i ask Winston, you write all this code completely from scratch? I mean, without AoM to test it on, getting others to do this must be pretty awkward cause you cant get to see what they do yourself right?
at first i just copied triggers then put in my own parts, now I just need to see another trigger to remember the layout, but I do write it all myself from scratch. And I do test them myself, well, when I had my laptop. These guys are helpful though.
I managed to smooth talk my way into skipping all of the programming courses and jumping into an AP class next year. What language does your school teach
I dunno, it just said in the description that it would study computer languages and programming. Dark basic, one jack showed me, is one i would like to try. Search on google.
I saw in the courses there is a class "English as a Second Language", I wanted to take that one just for the humor as i am american born speaking english
Good luck with this, debugging triggers isn't as easy as it looks, you've got to know what to test, and what changes to make and test again. It's great that Charlie and Beater are willing to give the time to help, but if they can only debug one step at a time and have to wait for your changes (and when debugging you can expect a lot of trial and error - does this work? no. does this work? no. does this work? no. does this work? yes!) I can imagine it'll be a slow process.
Anyway here's what I found.
Group Check works fine. Group Control trigger locks. QV Randomize 2 trigger locks.
I did a bit of debugging on Group Control (first by adding the missing square brackets pointed out by Beater - if you use NotePad++ that's an easy catch)
Then I commented each of the CDATA lines and tested until there was no trigger lock. Commented all 4 CDATA lines - no trigger lock, that meant the error was in there. Commented the CDATA lines one by one and found it was the bottom one causing trigger lock. I'll let you figure out why ;)
Spoiler
maybe looking at the UI group control effects in proactive triggers will help
QV Randomize 2 has two things wrong with it. First is the thing causing a trigger lock, which is just a typo. I'll save you the trouble of combing through it again: you have a semi-colon after the for loop where you initialize value.
The second problem is a logic problem. The final else statement is only connected to the if statement that directly precedes it, so your QV will always either be %Value5% or zero. You can cut the "else" altogether, and there is a very very simple way of doing it so that the QV will be zero if value doesn't match up for some reason.
1) So then for the lines that initialize the for loop and value , do I never have a semicolon in any of those?
2) I see the group control now, but for that part, I was wondering, is there a ui command that lets you specify what group to remove from? because what if the unit is in multiple groups, but I only want to take it out of one of the groups. Is there a command? how could I do that?