Variable Values Not Changing in Memory

Prosper

Where'd That 6th Toe Come From?
I am using a memory editor to check if a variable's value is changing. It seems not.

Could there be something wrong with my triggers?

Trigger1
Conditions:
Human has exactly 1 standing at Zone0

Actions
Set mission variable 'myVar' to 'Send:1'

Trigger2
Conditions:
Human has exactly 1 not standing at Zone0

Actions
Set mission variable 'myVar' to 'Send:2'


note: both are checkmarked to preserve themselfs.
 
Prosper said:
I am using a memory editor to check if a variable's value is changing. It seems not.
Why? Why not just add a temporary trigger to play a wav or give experience to the player if the variable is firing or not? Then you'll see if it's working okay. Though they look fine to me, except it would be Human has exactly 1 standing not at Zone0. :)

Double check your zone is set up properly, it needs to be lower than the actor, if your floor is at level 0 and the actor is placed at level 1, then go to level 0 before placing a zone and make it at least 1 high.
 
requiem_for_a_starfury said:
Prosper said:
I am using a memory editor to check if a variable's value is changing. It seems not.
Why? Why not just add a temporary trigger to play a wav or give experience to the player if the variable is firing or not? Then you'll see if it's working okay. Though they look fine to me, except it would be Human has exactly 1 standing not at Zone0. :)

Double check your zone is set up properly, it needs to be lower than the actor, if your floor is at level 0 and the actor is placed at level 1, then go to level 0 before placing a zone and make it at least 1 high.

I did what you said and i still am not seeing it. anything else i coulda missed?

here is the file
http://www.mediafire.com/?sharekey=846a27bd5951402fd2db6fb9a8902bda
 
What are you trying to do exactly? Test if a set of triggers work or are you just being curious as to how things work?

For the former add another trigger

condition
mission variable is Send:1

action
play wav

If the triggers are preserved then the alarm should play when entering the zone and stop when outside the zone. If not then you know there's an error, check to see that you haven't accidently tick the campaign box in for one variable and that you haven't made any typos etc.

If you are just nosing around under the hood then is there really a difference in memory allocation between the text Send:1 and Send:2. Between Send:1 and Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch maybe but between 1 & 2? That's all those triggers are doing, changing a bit of text.

Prosper said:
here is the file
I don't have, or require a memory editor, I added in the play wav trigger it worked great. So either both text labels (if that's the right term) have the same value or your memory editor isn't functioning?

Also if you are just looking at how things work you might want to try object script states rather than variables, replace one of the terminals with a switch and what the difference is between the oss being on or off.
 
requiem_for_a_starfury said:
What are you trying to do exactly? Test if a set of triggers work or are you just being curious as to how things work?

For the former add another trigger

condition
mission variable is Send:1

action
play wav

If the triggers are preserved then the alarm should play when entering the zone and stop when outside the zone. If not then you know there's an error, check to see that you haven't accidently tick the campaign box in for one variable and that you haven't made any typos etc.

If you are just nosing around under the hood then is there really a difference in memory allocation between the text Send:1 and Send:2. Between Send:1 and Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch maybe but between 1 & 2? That's all those triggers are doing, changing a bit of text.

If I can find the address that contains the value of a certain variable, i can then create an external program that can read/write to the variable.

Lets say you have a variable named myVar that has the value of "T" set, because the unit tagnamed "Human" is in zone0 standing. Well my program could read the value "T" and do something that triggers cannot do, such as set player hp to 100.
 
You'll have to try really different values for the variables then. Like my example, rather than just send:1 and send:2 then you might see some difference to help you identify the address.

Though rather than making external applications that will need to be installed with the mod (and I can see how popular that will be) have you taken a look at the tutorial missions? The first contains conditions not available in the editor. If you save the triggers to a .trg file then perhaps you can look at the format and language and maybe come up with an external script editor that will allow custom conditions and actions to be written and then imported into the level editor?
 
requiem_for_a_starfury said:
You'll have to try really different values for the variables then. Like my example, rather than just send:1 and send:2 then you might see some difference to help you identify the address.

Though rather than making external applications that will need to be installed with the mod (and I can see how popular that will be) have you taken a look at the tutorial missions? The first contains conditions not available in the editor. If you save the triggers to a .trg file then perhaps you can look at the format and language and maybe come up with an external script editor that will allow custom conditions and actions to be written and then imported into the level editor?

That would require a level of knowledge i dont have. We could email the fallout tactics makers about it though. have you tried?
 
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