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Going to War: Creating Computer War Games by Jason Darby

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Phase Order

In the Event Editor we have a number of groups and events. The order in which these groups are activated and deactivated depends on what is happening in the engine at the time.

The general order of the engine is as follows:

Always Running

Update: Always places the tile type that the placeholder unit is overlapping into the alterable value of G for that placeholder unit.

Destroyed: Checks to see if a unit has been destroyed and updates the relevant global values.

Running in Order

The phases don’t necessarily work in a precise order because the user may initiate player combat or may click on end turn. So it may work in two different ways depending on the user interaction with the game engine. The following is the general order of ...

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