Author Topic: How to set up an automatic jump at a node  (Read 3849 times)

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Offline AdmiralRalwood

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Re: How to set up an automatic jump at a node
Never use trigger count with a chained event, afaik it gets weird.
Or just set "$Use Alternate Chaining Behavior:" in your mod's game_settings.tbl.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

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Offline HLD_Prophecy

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Re: How to set up an automatic jump at a node
Oh, I think I get it!

So now I've got my trigger count set to 9999, will go test...


EDIT: Great Colossi on a stick! It worked! I went in and it the text stayed there, went out and it went away, went in went out went in went out... sorry.

Thanks a whole bunch, everyone, for being really patient and helping me get this figured out! Now I can get on with FREDing without worrying about that problem.  :)
« Last Edit: September 17, 2016, 04:00:21 pm by PVD_Hope »