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[ 5 posts ] |
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Can't get trigger to fire
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The Bounty Hunter
Gameop
Joined: Mon Jan 15, 2007 2:41 am Posts: 342
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 Can't get trigger to fire
Here is a snippet of code from my farm script. I am running into issues though. I have been looking at it off and on for 4 days now so I need an extra set of eyes. My main concern is the trigger for under construction. I can't seem to get this trigger to fire. I have tried scanning from cit, dropping into the sector and displaying with no luck. The port upgrade is not completely functional either but I just have not debugged it yet. Once I got stuck on the under construction I got focused on it. Code: :check_ports killalltriggers waitfor "Citadel command (?" setTextLineTrigger port_blown :port_blown "<=-DANGER-=> Scanners indicate massive debris and heavy" setTextLineTrigger under_construction :under_construction "(Under Construction - " setTextLineTrigger port_here :port_here "Class" setTextLineTrigger needs_port :build_port "Warps to Sector(s)" send "s* " pause
:port_here killalltriggers IF (PORT.CLASS[$CURRENT_SECTOR] <> 3) send "qmnt* c " waitfor "Citadel command" gosub :quikstats IF ($FIGHTERS < $SHIP_MAX_ATTACK) send "'{" $bot_name "} - Not Enough Fighters to Blow Port*" goto :end_check_ports ELSE send "q q pay" $SHIP_MAX_ATTACK "* q z n * l " & #8 & #8 & $planetToFill & "* mnt* c " goto :end_check_ports END ELSE killalltriggers waitfor "Command [TL=" setvar $total_creds_needed 0 send "o *" settextlinetrigger upgrading_port :upgrade_port "Choice ?" settextlinetrigger under_construction :under_construction "Command [TL=" pause
:upgrade_port echo "made it to upgrade the port***" halt killalltriggers send "o 1*" waitfor "0 to quit)" getword currentline $totalFuelUpgradeNeeded 9 striptext $totalFuelUpgradeNeeded "(" striptext $totalFuelUpgradeNeeded "," send "o 2*" waitfor "0 to quit)" getword currentline $totalOrgUpgradeNeeded 9 striptext $totalOrgUpgradeNeeded "(" striptext $totalOrgUpgradeNeeded "," send "o 3*" waitfor "0 to quit)" getword currentline $totalEquipUpgradeNeeded 9 striptext $totalEquipUpgradeNeeded "(" striptext $totalEquipUpgradeNeeded "," send "l " & #8 & #8 & $planetToFill & "* c " setVar $total_creds_needed 300*$totalFuelUpgradeNeeded setVar $total_creds_needed $total_creds_needed+500*$totalOrgUpgradeNeeded setVar $total_creds_needed $total_creds_needed+1000*$totalEquipUpgradeNeeded IF ($total_creds_needed > $CREDITS) setVar $cashonhand $CITADEL_CREDITS add $cashonhand $CREDITS IF ($cashonhand > $total_creds_needed) send "T T " & $CREDITS & "* " send "T F " & $total_creds_needed & "* " setVar $CREDITS $total_creds_needed send "q q" send "o 1" & $totalFuelUpgradeNeeded & "*" waitfor "Command [TL=" echo "****"&$totalOrgUpgradeNeeded send "o 2" & $totalOrgUpgradeNeeded & "*" waitfor "Command [TL=" echo "****"&$totalFuelUpgradeNeeded send "o 3" & $totalEquipUpgradeNeeded & "**" waitfor "Command [TL=" echo "****"&$totalFuelUpgradeNeeded send "l " & #8 & #8 & $planetToFill & "* mnt* c" goto :end_check_ports ELSE send "'{" $bot_name "} - Not Enough Credits in Cidatel to Upgrade Port*" goto :end_check_ports END END END goto :end_check_ports
:build_port killalltriggers IF ($CREDITS < 50000) send "T F 50000*" gosub :quikstats IF ($CREDITS < 50000) send "'{" $bot_name "} - Not Enough Credits to Make Ports*" send "q q q z n * l " & #8 & #8 & $planetToFill & "* c *" END ELSE send "q q q z n * o3y" $portname "* l " & #8 & #8 & $planetToFill & "* c *" END
:end_check_ports killalltriggers RETURN
:port_blown killalltriggers send "q q q z n * l " & #8 & #8 & $planetToFill & "* c *" goto :end_check_ports
:under_construction killalltriggers echo "***port under construction****" halt goto :end_check_ports
_________________ Where Chaos Reigns TW Server chaos-twgs.com:23
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| Sat Aug 18, 2012 10:23 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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 Re: Can't get trigger to fire
In this kind of condition , I use a CR* from the cit. and check the % port has and its max ... that way if the port is used .. it moves on .. if its under construction .. it too moves on because the value is < 1% available and max < 1%
I hope this helps. It does shorten the script module as well.
_________________ TWGS V2 Vids World on Guam Port 2002 Telnet://vkworld.ddns.net:2002 Discord @ DiverDave#8374 Vid's World Discord
Founding Member -=[Team Kraaken]=- Ka Pla
 Winners of Gridwars 2010 MBN Fall Tournament 2011 winners Team Kraaken Undisputed Champions of 2019 HHT Just for showing up!
The Oldist , Longist Running , Orginal Registered Owner of a TWGS server : Vids World On Guam
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| Sat Aug 18, 2012 10:37 pm |
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ElderProphet
Commander
Joined: Tue Oct 07, 2003 2:00 am Posts: 1133 Location: Augusta, GA
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 Re: Can't get trigger to fire
I've troubleshot trigger problems for people before where the problem turned out to be Escape Codes (e.g. #27[2,15) enclosed within the text they were trying to trigger off of. I wrote a utility script once that displayed the incoming text and Esc Codes to a TWX window, and logged it to a file, to help with just this sort of problem. I'm not sure if it's included in the scripts Helix zipped from me, but let me know if that would be helpful, and I'll attempt to locate it.
And if that still fails to shed some light on it, let me know and I'll look into it.
Regards, +EP+
_________________ Claim to Fame: only guy to ever crack the TW haggle algorithm, and fig/shield/hold price formula, twice.
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| Sun Aug 19, 2012 8:38 pm |
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The Bounty Hunter
Gameop
Joined: Mon Jan 15, 2007 2:41 am Posts: 342
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 Re: Can't get trigger to fire
I hope that is the case because it would fix my issue. I got delusional the other night trying to fix this. I started moving parts of the code that I know had no bearing on the trigger, but I was out of ideas and options. I did compares to other scripts that were similar. Lonestar has a scrip that uses the same trigger so I even copied his over and nothing. I will look and see if it was part of what Helix got.
_________________ Where Chaos Reigns TW Server chaos-twgs.com:23
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| Mon Aug 20, 2012 9:42 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Can't get trigger to fire
Just as a guess, but killalltriggers might be causing it. It appears that the trigger on "Class" goes to:
:port_here killalltriggers
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Tue Aug 21, 2012 1:14 am |
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