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LogicSequence

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Is it just me or is the on_fleet_enter_orbit action EXTREMELY buggy? I mean on the best occasion it seems to work about 50% of the time, catch it on a bad day and it may not work 90% of the time. And i'm not using a complicated trigger either, just checking the planet class of the planet being orbited. Has anyone else experienced this?

Does anyone have another idea for using another on action to check when a fleet is in orbit of a certain planet class?
 

LogicSequence

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I already wrote that it works for me ok.

Ok well i want everyone to see what's happening so you all don't think i'm crazy. Here's a brief video that is pretty much self explanatory.

This is the event that should fire on_fleet_enter_orbit:
Code:
fleet_event = {
    id = special_event.1
    is_triggered_only = yes
    hide_window = no
    location = root
    title = "Success"
    desc = "Success"

    trigger = {
        from = {
            is_planet_class = pc_barren
        }
    }

    option = {
        name = "Ok"
    }

}


And here is what happens in game:

 

LogicSequence

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Something that occured to me, events shouldn't be prevented from being fired more than once at a time, right?

LIke, someone else somewhere entering orbit should not break it?

I don't think it works that way, but i have no frame of reference. I can't account for every fleet in the game visually. :( But i think it breaks way to frequently to be that.
 

LogicSequence

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log = "some text"
Ok i added some logging to the event. I triggered the event 3 times in a game, it worked 2 times, and failed 1. In the log file the log shows 2 successful event firings, and nothing else. Nothing else triggered the event, and the event DID FAIL to trigger once.

Here's the log (i removed the file paths, etc... for readability) there should be a third firing in between the two listed:
Code:
[10:04:47]: [2200.1.1] ------------------------------
[10:04:47]: [2200.1.1] SPECIAL EVENT SETUP EXECUTED
[10:04:47]: [2200.1.1] ------------------------------
[10:04:47]: [2200.1.1] map_size_medium set
[10:04:47]: [2200.1.1] set_pair_01 COMPLETED
[10:04:47]: [2200.1.1] set_pair_02 COMPLETED
[10:04:47]: [2200.1.1] set_pair_03 COMPLETED
[10:04:47]: [2200.1.1] set_pair_04 COMPLETED
[10:04:47]: [2200.1.1] set_pair_05 COMPLETED
[10:04:47]: [2200.1.1] ------------------------------
[10:04:47]: [2200.1.1] SPECIAL EVENT SETUP COMPLETED
[10:04:47]: [2200.1.1] ------------------------------

[10:05:52]: [2200.7.5] ------------------------------
[10:05:52]: [2200.7.5] SPECIAL EVENT: EXECUTED
[10:05:52]: [2200.7.5] ------------------------------
[10:05:52]: [2200.7.5] Destination Set: Med Karash
[10:05:54]: [2200.7.5] OPTION EXECUTED: CNS Emissary from Commonwealth of Man Executed Move
[10:05:54]: [2200.7.5] ------------------------------
[10:05:54]: [2200.7.5] SPECIAL EVENT: COMPLETED
[10:05:54]: [2200.7.5] ------------------------------

[10:06:11]: [2200.8.23] ------------------------------
[10:06:11]: [2200.8.23] SPECIAL EVENT: EXECUTED
[10:06:11]: [2200.8.23] ------------------------------
[10:06:11]: [2200.8.23] Destination Set: Med Karash
[10:06:13]: [2200.8.23] OPTION EXECUTED: CNS Emissary from Commonwealth of Man Executed Move
[10:06:13]: [2200.8.23] ------------------------------
[10:06:13]: [2200.8.23] SPECIAL EVENT: COMPLETED
[10:06:13]: [2200.8.23] ------------------------------
 
Last edited:

AlphaAsh

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Sorry for the necro, I was looking for something with search and stumbled on this. @Mods please lock if line crossed.

@LogicSequence Probably finicky "hit" detection, similar flakey code to queueing multiple fleets in orbit of one planet. Basically, the hard-trigger isn't going off, because the fleet isn't actually in orbit.

Move the fleet away, move it back into orbit. Look for a possible hard cool-down on the trigger.

Or did this actually turn out to be a bug that was fixed?