Need Help with Timer and Troop Events

Nerdboy

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hi, im trying to add personality to each enemy by having it so short random blurps are outputted on message window during combat based on If else timer conditionals. What i'm having trouble with is, that the timer in troop events never goes off for some reason. here's what i got so far,


page one troop event


turn end = moment (so every turn it repeats)


switch on


page two troop event


condtion = switch on = moment (so every time switch is on it repeats)


if timer => 1 minute


 text message output


else


nothing


end


switch off


not sure what im doing wrong with timer, how do you use it effectively? i read it generally only works with autorun but how do i autorun in troop event?
 

Andar

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Please post screenshots of your troop events.


Troop events behave differently than map events, and even if that were not the case your description misses the important infos like the conditions under which the events run and their span (I'm talking about the first troop event especially)
 

Wavelength

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Assuming your Timer is running and your "Timer" conditional branch has been created correctly (i.e. you used Or More/Or Less correctly), this should theoretically work... however, it's possible that the bizarre (and processor-inefficient) structure of your troop event conditions is causing the events to simultaneously activate and deactivate so that it never reads their contents.  I would suggest making a single event with condition "Turn 1 + 1X, When End of Turn" or "Turn 0 + 1X, When End of Turn", and using scope Turn instead of Moment.  Get rid of the switch unless you have a good use for it elsewhere, and even then, don't use it as part of this page's conditions.
 

Nerdboy

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got it to work thanks to you wavelength but it lags really bad with timer on. so i decided to just use turn end span turn with random variables triggering random blurps at end of turn each time, similar but less lag. plus theres no timer at top right corner shown.
 

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