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>>20156
Essentially what I had to do was to replace random strings of characters from the world design with variables that insert the text back in at runtime.

For those familiar with how this works, I created 43 tracked items that were invisible to the AI and player. Then I made a trigger that runs at world start to fill each of those tracked items with the character string they were replacing. For some reason pre-filling the items with their intended string doesn't work, as did putting it behind a trigger with no conditions. But when I put the trigger that fills all the tracked items behind a condition that's guaranteed to fire, suddenly it works just fine. In my test scenario, all I had to do was just replace the vowels with tracked items, and it worked just fine. This one refused to work until I covered nearly 2/3 of the text with different replacement strings. But it works. Finally.
Post number No.20157
Board Artificial Intelligence
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