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Post by Julius CMXCIX on Dec 30, 2015 0:33:50 GMT
Do you believe, in your heart of hearts, that things happening in AoK are determined by a coherent process of cause and effect? Some of us have always had our doubts. The way the timer condition does not reset when deactivated and then activated again may have caught us out, but after it is discovered and tested it is fully understood. The Dreaded Lumberjack Bug baffled me for a time, but in the end it can be replicated and resolved and the weirdness can be waved away as a bit of ai hard-coding. But today I came across certain proof that cause and effect is mere coincidence and can be suspended at any time - AoK is in truth a whirling vortex of mystery. In this scenario I have a patrol effect that takes place on a specified event, making a group of enemy troops patrol a little way. It worked fine. At no point did it stop working. However, after doing a completely unrelated change in AoKTS suddenly that same effect began affecting one of the player's units! When the specified event happened, the enemy troops would patrol to the location... and so would this player unit. I defy any of you to explain this to me.
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Post by Julius CMXCIX on Dec 30, 2015 0:38:02 GMT
On closer examination it appears I've been slightly inaccurate. At the same time, the patrol effect ceased to include two of the enemy troops. The rest of the group patrols as normal (and somehow the effect also includes the player one unit), but two camels are left behind.
I say this only in the spirit of scientific rigour, as I cannot see how this explains anything.
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Post by HockeySam18 on Dec 30, 2015 2:27:06 GMT
Did you at any point delete any of the enemy troops after setting the patrol effect on them? Sometimes this causes the part of the patrol effect that affected the deleted unit to arbitrarily switch to affecting a random unit ID, which could by chance have happened to be your unit.
In 1.0c this used to sometimes cause crashes, but UserPatch fixed this by changing the way in which the previously selected ID was rerouted. You might remember this from the issue I was having with the saboteurs when I was troubleshooting my translation of Great Emperor's 'The Last Bastion' scenario.
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Post by Julius CMXCIX on Dec 30, 2015 16:29:42 GMT
I'm pretty sure I've never deleted any of that group, and I certainly didn't at the time when the Oddity happened. Somehow a couple of the unit IDs in the effect must have been changed, but it's bizarre. The thing I was doing which precipitated this was copying a completely unrelated trigger.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Dec 30, 2015 18:19:48 GMT
Clearly you forgot to make sacrifices to the gods of the editor that morning. Shame on you for forsaking the ways of mysticism and worshipping the god of logic.
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