DrNostromo wrote:There's a check made to see if this is the last player or not (RoundStatus = 0: go to the next player / RoundStatus = 1: Start next round). When the last player's turn is started, the RoundStatus is switched to 1 so that when they are finished a new round will start. But the game seems to be triggering both triggers, i.e., It goes to the next player (RoundStatus = 0) which causes the RoundStatus to switch to 1 and then immediately triggers a new round. So I've been asking myself, "Why would it trigger both ...especially considering that the action is transferred to another piece entirely"?
3) How is the round status actually changed? I'm sure it will only raise more questions, so may I take a look at your vmod?
DrNostromo wrote:I made the change using a DP and it got stranger.
I'm testing this using a 2 player game with 2 computers (one is linux Ubuntu and the other is Windows XP). For the sake of simplicity, I'll call the machine that initially runs the game as the Host (linux) and the machine that synchs to it as the Client (windows).
If the Host is the first player chosen in a round to take a turn and they end the Personal Phase of their turn, the Client's turn begins ...just like it's supposed to. However, if the Client is the first player chosen in the round to take their turn and they end the Personal Phase of their turn, the host player is skipped and a new round starts. Is that odd or what?
It can't be a trait problem on a player's phase button as all the phase buttons use the same prototype so they should behave exactly the same.
Also, once again, everything works fine if I'm testing on one computer and just switching between player sides.
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