i am finally delving into the world or property managment… and i have hit a snag.
i have a trigger for placing a token on a token to show that a ship is crippled.
the original trigger was (CurDam <= CripDam) and it worked… but if i did it again… guess what… it fired again… turning off the cripple marker.
so i remade the triger as followes… (CurDam <= CripDam && Crippled_Name = NotCrippled)
i do have a layer called “Crippled” with the layer names NotCrippled and Crippled. it was working… but all of a sudden the trigger fires before the <= is true.
example… a ship has a CurDam (dynamic) of 12 and a CripDam (marker) of 3. with the above trigger should fire when CurDam becomes 3 or less AND the layer Name is Currently NotCrippled. but the trigger is firing with CurDam of 11 or any number above the CripDam.
don’t know if i lost it in the positioning of the triggers and the other parts of the proto types, as i was moving stuff around tring to fix a reporting bug that was reporting the wrong piece names. now i have working piece names, but my trigger isn’t working right.
I don't believe you can use a Marker to in this way. A Marker is just a way of identifying piece as having a particular attribute (like PieceType = Tank) but it is not a numerical value that you can adjust or compare.
What I believe you need to do here is create a Dynamic Property trait called CripDam and give it a value of 3. If this is constant (unchangeable), then don’t include any key commands.
thanks for the responce. as i can’t get the trigger to fire as needed, i am dropping it for now. the mod is done and the trigger was a project that isn’t required. will cont. to play with it. i do think the prob. is in the order in the comands.
i just don’t understand why it was working… then just stopped. the trigger is fireing anytime the watch for command is seen. ignoring the matched propertys. even if i change the trigger to just CurDam <= CripDam.
on a sidenote, anyone know why sympolic dice in a toolbar un-nest and make new buttons?