Guys, so I've rewritten the script in such a way:
I've started the game a few times. The outcome is very strange. Sometimes, all the three parts will fire as they're coded: the first one when I click on a settlement in turn 1, the second - click on a settlement in turn 2, and the third - click on a settlement in turn 3.Code:monitor_event SettlementSelected TrueCondition if I_EventCounter faction_turn_poland == 1 if not I_IsFactionAIControlled poland if I_TurnNumber == 0 ; if player doesn't select any settlement, there should be a simple fall-back solution introduced and I_EventCounter POLAND0_STARTING_INFO < 1 ;------------------------------------- log POLAND disable_cursor hide_ui zoom_strat_camera 1 campaign_wait 0.2 move_strat_camera 214, 216 campaign_wait 1 ui_flash_stop show_ui enable_cursor campaign_wait 0.2 historic_event POLAND0_STARTING_INFO end_if if I_TurnNumber == 1 ; if player doesn't select any settlement, there should be a simple fall-back solution introduced and I_EventCounter POLAND1_REFORMS_INFO < 1 ;------------------------------------- log POLAND disable_cursor hide_ui zoom_strat_camera 1 campaign_wait 0.2 move_strat_camera 214, 216 campaign_wait 1 ui_flash_stop show_ui enable_cursor campaign_wait 0.2 historic_event POLAND1_REFORMS_INFO end_if if I_TurnNumber > 1 ; if player doesn't select any settlement, there should be a simple fall-back solution introduced and I_EventCounter INFO_SPHERES_OF_INFLUENCE < 1 ;------------------------------------- log POLAND disable_cursor hide_ui zoom_strat_camera 1 campaign_wait 0.2 move_strat_camera 219, 212 point_at_settlement Krakow campaign_wait 1 move_strat_camera 199, 214 point_at_settlement Wroclaw campaign_wait 1 move_strat_camera 194, 222 point_at_settlement Poznan campaign_wait 1 move_strat_camera 207, 236 point_at_settlement Gdansk campaign_wait 1 move_strat_camera 226, 224 point_at_settlement Plock campaign_wait 1 move_strat_camera 214, 216 campaign_wait 1 ui_flash_stop show_ui enable_cursor campaign_wait 0.2 historic_event INFO_SPHERES_OF_INFLUENCE terminate_monitor end_if end_if end_if
But: many times it's true only for the first and second cases, while the third fires sometime time earlier, at the beginning of the player's turn: once the Slave turn is over, I see the camera moving and the settlements highlighted, then the information window popping out (actually, the window info on offering a general pops-out first so the map is not fully visible - the pop-out window is).
And also many times it was true only for the first case, with the second and third as just described.
So the monitor is at times triggered without selecting settlement by me. Something must have fired the monitor earlier. What it is?





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