| 02-07-2009, 02:43 AM | #2 |
1) Does anything else change TCInteger? 2) Place debug messages through various key places in the trigger functions to determine how far it's getting, which parts are firing, etc. |
| 02-07-2009, 03:35 AM | #3 |
1) Nope. 2) That's the thing, NO parts are firing. It's either A or B... A means it raises trees and changes the leaves/grass, B kills the trees and changes the leaves/grass. I have a trigger that forces all timers to 1 so they ALL go off after a bit, however none of them change when its used. |
| 02-07-2009, 04:28 AM | #4 |
So the main loop in GE Tree Change isn't firing at all? Well, if what you're saying is true, then that means the root of the problem would be in the conditions for the loop since the entire function is contained within the loops. And if that's true, my first inclination is that something is wrong with TCInteger. Place a game text message displaying the value of TCInteger as the first action in GE Tree Change, before the loop. If that var is returning 0 or 1 then you have your problem. |
| 02-07-2009, 06:42 AM | #5 |
It was another thing I suspected, it's one of those retarded-looking bugs. It's VISUALLY perfect, setting a location equal to another location... it seems to point to it instead of set itself to it. I replaced Set Location stuff with set udg_TCPoint = Location(GetLocationX(udg_TCTreeChange[GetForLoopIndexA()]), GetLocationY(udg_TCTreeChange[GetForLoopIndexA()])) and it magically worked. |
