Scenario Trigger and Objectives Help

I am currently working on a scenario to practice Build Orders (similar to the Interactive Build Order Scenarios/Mod) and I have run into a bug I am not sure how to resolve. If anyone has played through one of the Interactive Build Order Scenarios, the various steps in the build order appear in the upper right-hand corner of the screen where the objectives usually are displayed in scenario. However, the issue I am running into is that I have a couple “objectives” that won’t disappear, even though I have a trigger effect to deactivate the trigger the objective is associated with (aka the trigger that has the short description with the “display on screen” turned on.

Before I get into the three objectives that are not deactivating and the associated triggers, I have two other possibly related questions.

  1. Can generating a new Random Map in the “Map” Tab cause triggers to break? Ideally, I would like to be able to generate a new Arabia map (or a different map if I would want to test the build order on a different map), so that I am not just memorizing the starting locations of the sheep, deer, and boar.

  2. This might be a dumb question, but the order in which you organize the triggers is the order in which they fire, correct? That would make sense, but while Googling for an answer to this issue, I ran across a scenario editor website that suggested that order of creation determined which triggers fire, which doesn’t really make sense considering there is an option to reorder them in the scenario editor, but this is a 20+ year old game, so what “makes sense” isn’t always how the game works.

Anyways, now onto the triggers. The following two are the triggers that are failing to deactivate:

3 Houses
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: <Houses>/3 Houses
Display: Yes
String Table ID: 0
Make Header: unchecked
Description Order: 103
Mute Objectives: unchecked
Lure Second Boar
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Lure 2nd boar
Display: Yes
String Table ID: 0
Make Header: unchecked
Description Order: 101
Mute Objectives: unchecked

And both of these triggers have the same condition and no effects.

C#0: Player Defeated
Condition: Player Defeated
Source Player: Player 1

And the following is the chain of triggers that lead to the above two triggers.

Three Houses

1 to berries
Starting State: On
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Accumulate Attributes - Civilian Population, Player 1, 10
E#0: Display Instructions 
E#1: Activate Trigger - 3 Houses
E#2: Activate Trigger - Disable 3 Houses
E#3: Activate Trigger - Mill
E#4: Activate Trigger - Disable Mill
E#5: Activate Trigger - 1 on berries

Note: I can confirm that all the other activate trigger and display instructionseffects work.

3 Houses
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: <Houses>/3 Houses
Display: Yes
String Table ID: 0
Make Header: unchecked
Description Order: 103
Mute Objectives: unchecked

Conditions & Effects
C#0: Player Defeated
Disable 3 Houses
Starting State: Off
Trigger Looping: No
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Variable Value - Houses, Equal, 3
E#0: Send Chat - Player 1, String Table ID -1, No Sound(Event) Name, Debug Message
E#1: Deactivate Trigger - 3 Houses

Note: I am not receiving my Debug Message after I have built three houses.

1 House Built
Starting State: On
Trigger Looping: Yes
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Own Objects - Buildings, House, Player 1, [None], [None], 1
E#0: Change Variable - Houses, Houses, Set, 1
2 House Built
Starting State: On
Trigger Looping: Yes
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Own Objects - Buildings, House, Player 1, [None], [None], 2
E#0: Change Variable - Houses, Houses, Set, 2
3 House Built
Starting State: On
Trigger Looping: Yes
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Own Objects - Buildings, House, Player 1, [None], [None], 3
E#0: Change Variable - Houses, Houses, Set, 3

Note: I have tested the trigger “3 Houses Built” with the send message effect and that effect will fire (I do not recommend it).

Lure Second Boar

Kill 1st Boar
Starting State: On
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Variable Value - BoarKills, Equal, 1
E#2: Activate Trigger -Lure 2nd Boar
E#0 Deactivate Trigger - Lure First Boar
E#1: Deactivate Trigger - 6 on Sheep
Lure 2nd Boar
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Timer - 40
E#0: Display Instructions
E#1 Activate Trigger - Lure Second Boar
E#2: Activate Trigger - Disable Lure Second Boar
Lure Second Boar
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Lure 2nd boar
Display: Yes
String Table ID: 0
Make Header: unchecked
Description Order: 101
Mute Objectives: unchecked

Conditions & Effects
C#0: Player Defeated
Disable Lure Second Boar
Starting State: Off
Trigger Looping: No
Description: Blank
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Variable Value - BoarKills, Equal, 2
E#0: Deactivate Trigger - Lure Second Boar
E#1: Send Chat - Player 1, String Table ID -1, No Sound(Event) Name, Debug Message

Note: I am not receiving my Debug Message after I have hunted the second boar. Also, there are only two boars on the map.

1 Boar Killed
Starting State: On
Trigger Looping: Yes
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Own Fewer Objects - Units, Wild Boar, Gaia, [None], [None], 1
E#0: Change Variable - BoarKills, BoarKills, Set, 1
2 Boar Killed
Starting State: On
Trigger Looping: Yes
Description: I have some reminder text here for what this trigger does.
Display: No
String Table ID: 0
Short Description: Blank
Display: No
String Table ID: 0
Make Header: unchecked
Description Order: 0
Mute Objectives: unchecked

Conditions & Effects
C#0: Own Fewer Objects - Units, Wild Boar, Gaia, [None], [None], 0
E#0: Change Variable - BoarKills, BoarKills, Set, 2

Note: I have tested the trigger “2 Boar Killed” with the send message effect and that effect will fire (Again, I do not recommend it).

And that should be all the triggers associated with the two objectives that will not deactivate. Please let me know if I can provide any other information that will help resolving this issue. Thanks!

I have found a solution for this issue, although I still do not understand the source of the original problem. Basically, I tried to recreate the “disable” trigger and for whatever reason the new trigger would work while the old one would not.