- Joined
- Oct 2, 2011
- Messages
- 2,490
Please, gods of the trigger section, heed my call!
I have been ripping my hair over this for 4 hours now, and made little progress, but now I have stopped completely.
If the values stored would have been stored correctly, the texts would have displayed that no?
But they don't! That is what I need help with. Why does the cache refuse to store those values?
Here is the campaign if you want to check the triggers yourself.
The transition is happening between in the two last maps in the map list of the campaign, "WardenC1" and "WardenSS".
I have been ripping my hair over this for 4 hours now, and made little progress, but now I have stopped completely.
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FCK THIS SHT
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Events
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Unit - A unit enters Transfer Region SS <gen>
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Conditions
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Actions
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Set ClearedSubmap = 1
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Game Cache - Store (Player 1 (Red) Current gold) as G of Integer in GameCache
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Game Cache - Store (Player 1 (Red) Current lumber) as L of Integer in GameCache
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Game Cache - Store CharHealthLevel as CHL of Integer in GameCache
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Game Cache - Store CharDamage as CD of Real in GameCache
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Game Cache - Save GameCache
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Game - Display to (All players) the text: (String((Load G of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load L of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load CHL of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load CD of Real from GameCache)))
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Game Cache - Reload all game cache data from disk
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Game - Display to (All players) the text: (String((Load G of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load L of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load CHL of Integer from GameCache)))
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Game - Display to (All players) the text: (String((Load CD of Real from GameCache)))
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Game - Display to (All players) the text: (String((Player 1 (Red) Current gold)))
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Game - Display to (All players) the text: (String((Player 1 (Red) Current lumber)))
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Game - Display to (All players) the text: (String(CharHealthLevel))
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Game - Display to (All players) the text: (String(CharDamage))
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Wait 5.00 seconds
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Game - Save game as W\Q0.w3z and change level to WardenSS.w3x (Skip scores)
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If the values stored would have been stored correctly, the texts would have displayed that no?
But they don't! That is what I need help with. Why does the cache refuse to store those values?
Here is the campaign if you want to check the triggers yourself.
The transition is happening between in the two last maps in the map list of the campaign, "WardenC1" and "WardenSS".
Last edited: