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My JASS questing fails spectacularly.

08-01-2006, 11:05 AM#1
buttoxide
What am I doing wrong?

I tried to put in GUI in a test trigger: (Removed the JASS portion)

Trigger:
Trigger
Collapse Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Collapse Actions
Trigger - Destroy (This trigger)
Custom script: call BJDebugMsg("QuestStart")
Quest - Create a Optional quest titled Where art thou, Ram... with the description Julien's lover has ..., using icon path ReplaceableTextures\CommandButtons\BTNSeaWitch.blp
Set QUESTromeo = (Last created quest)
Quest - Create a quest requirement for (Last created quest) with the description Find Rambo.
Set QREQromeo[1] = (Last created quest requirement)
Wait 3.00 game-time seconds
Custom script: call BJDebugMsg("2nd req")
Quest - Create a quest requirement for QUESTromeo with the description Escort Rambo back t...
Set QREQromeo[2] = (Last created quest requirement)
Quest - Mark QREQromeo[1] as Completed
Wait 3.00 game-time seconds
Custom script: call BJDebugMsg("2nd req complete")
Quest - Mark QREQromeo[2] as Completed
Wait 3.00 game-time seconds
Custom script: call BJDebugMsg("Quest complete")
Quest - Mark QUESTromeo as Completed

For some reason everything works fine until the part with the debugmsg "2nd req complete". The Wait 3 seconds seemed to be totally bypassed as "2nd req complete" and "Quest complete" pop up at the same time. The second requirement is not checked as complete, quest is also not marked as complete.

Am I doing something stupidly wrong?

EDITED: Remove the gc usage because I was messing around with it.
08-01-2006, 11:17 AM#2
The)TideHunter(
Create it in GUI, as it works perfectly, then convert to Jass and make it perfect.
Then the smallest thing wont be missed.
08-01-2006, 12:42 PM#3
Vexorian
I don't see the reason to use gamecache here, since you are not really using it dynamically it is just a global variable, so maybe another quest overlaps the previous quest or something (inside gamecache)
08-01-2006, 01:05 PM#4
buttoxide
Actually I did it first with globals, but then it failed then i tried gamecache.
08-01-2006, 02:04 PM#5
SFilip
Trigger - Destroy (This trigger)
there is no such action, is this WEU?
i suggest that you destroy the trigger after all actions have finished since its not really wise this way...destroying isn't the same thing as turning it off.
08-01-2006, 02:26 PM#6
sheep.spirit
Destroying a Trigger would allow it to finish its remaining actions first, this it is ok. but why the gc usage?
08-02-2006, 07:49 AM#7
buttoxide
Yea Destroying a Trigger doesn't really affect the content, and I just tried it with the destroy trigger to doublecheck. Still worked (incorrectly) like before.

I was messing around with gc because I thought something was screwing with my globals when I first scripted it out, but it looks like i was wrong.