MOVE Action Nonsense, Round II
Posted: Thu Aug 03, 2006 10:57 pm
More fun with MOVE actions...
On Haravikk's advice, I tried setting my MOVEs to deactivate on execution, so they didn't trigger subsequent actions too quickly and lead to the script being very far ahead of itself. It seems to have worked, but I'm having other issues. Failure deactivated the actions just like success (ie the unit gets blocked by something on its way and instead of the units getting back on course the MOVE would stop). So to deal with that I set each of the MOVEs to deactivate on Success rather than Execution. This gives me a rather bizarre problem, as you can see from the log quote below (some other irrelevant script has been removed):
Why is this happening? Is there anything I can do about it?
A-Red
On Haravikk's advice, I tried setting my MOVEs to deactivate on execution, so they didn't trigger subsequent actions too quickly and lead to the script being very far ahead of itself. It seems to have worked, but I'm having other issues. Failure deactivated the actions just like success (ie the unit gets blocked by something on its way and instead of the units getting back on course the MOVE would stop). So to deal with that I set each of the MOVEs to deactivate on Success rather than Execution. This gives me a rather bizarre problem, as you can see from the log quote below (some other irrelevant script has been removed):
Note that the MOVE succeeds, deactivates, and activates an action list when it turns off. But then comes the weird part. In spite of having just been turned of, the MOVE succeeds and deactivates _again_, causing the action list to fire a second time. This can cause the patrol to be given both of the random actions on the list, one the first time and the other the second time. The effect is that they start pacing back and forth, trying to alternately reach two distant waypoints.Nonsense wrote:2006-08-03 23:47:14 ### MA [move] Patrol 2 Move 3: #2 monsters moved
2006-08-03 23:47:15 ### MA [move] Patrol 2 Move 3: #2 monsters moved
2006-08-03 23:47:16 ### MA [move] Patrol 2 Move 3: #2 monsters moved
2006-08-03 23:47:17 ### MA [move] Patrol 2 Move 3: #2 monsters moved
2006-08-03 23:47:18 ### MA [move] Patrol 2 Move 3: #2 monsters moved
2006-08-03 23:47:19 ### MA [move] Patrol 2 Move 3: succeeded
2006-08-03 23:47:19 ### MA [move] Patrol 2 Move 3: deactivated
2006-08-03 23:47:19 ### MA [acli] (2) 4a or 4b?: Activating single action
2006-08-03 23:47:19 ### MA [acli] (2) 4a or 4b?: succeeded
2006-08-03 23:47:19 ### MA [acli] (2) 4a or 4b?: deactivated
2006-08-03 23:47:19 ### MA [move] Patrol 2 Move 3: succeeded
2006-08-03 23:47:20 ### MA [acli] (2) 4a or 4b?: Activating single action
2006-08-03 23:47:20 ### MA [acli] (2) 4a or 4b?: succeeded
2006-08-03 23:47:20 ### MA [acli] (2) 4a or 4b?: deactivated
Why is this happening? Is there anything I can do about it?
A-Red