vicberg
AGEod Grognard
Posts: 968
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AI Factional Modifier Script Bug

Sun Feb 21, 2016 7:52 pm

The same problem that existed in Pressburg, etc., for AI firing of events exists in the 400-500 factional modifier scripts. FYI

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PhilThib
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Location: Meylan (France)

Mon Feb 22, 2016 9:43 am

We are double-checking this. Thanks for spotting
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lodilefty
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Mon Feb 22, 2016 2:33 pm

Yes. Need to replace the CheckOption witn ActorEnabled
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vicberg
AGEod Grognard
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Mon Feb 22, 2016 3:47 pm

yes, or EvalEvent = ???_ON;=;1

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lodilefty
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Mon Feb 22, 2016 4:19 pm

vicberg wrote:yes, or EvalEvent = ???_ON;=;1


ActorEnabled is "safer", as it makes sure the actor is still there [some options have "Off" event, so could cause issues]

In the peace options, things are "quick" enough that this nuance is not at issue.....

Wiki attempts to make sence of Options, but truthfully, they are the Bane of My Existence"...... :wacko:

http://www.ageod.net/agewiki/Category:Modding_Options
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vicberg
AGEod Grognard
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Mon Feb 22, 2016 4:48 pm

They are the bane of mine also :blink:

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lodilefty
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Mon Feb 22, 2016 8:49 pm

Found many AI options to fix. AFAIK we've got them all now.

Note many of them have "Off" events, thus requiring the use of the ActorEnabled fix.

For next patch update:
* Fixed AIActivate for FM Options
* Fixed AIActivate for GovEco, GovDiplo, and Mil Options
* Created AIActivate for Le Grand Empire Option
* Fixed AIActivate for Spanish Ulcer
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