Never_Quit
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- Reaction score
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I don't see any errors in my code, but there are glitches that i'm finding in the game while testing.
I am making a guitar hero like game for warcraft. The delay is horrible with a slow connection...BUT i'm doing it cus i like to program. :]
Can someone please take a look at this code and see if they see any reasons the code wouldnt work?
EDIT: The errors are that.... when pressing left and up at the same time, then esc, ONLY purple can kill the units (player 4? wth?) and then blue does NOT recieve a gold for hitting "notes" and others do recieve gold.
This is the only trigger controlling all players, so I am completely stumped.
I am making a guitar hero like game for warcraft. The delay is horrible with a slow connection...BUT i'm doing it cus i like to program. :]
Can someone please take a look at this code and see if they see any reasons the code wouldnt work?
Code:
function Trig_Esc_Copy_Func002Func006Func001C takes nothing returns boolean
if ( not ( udg_uUpIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rUpRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func002Func006Func002C takes nothing returns boolean
if ( not ( udg_uDownIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rDownRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func002Func006Func003C takes nothing returns boolean
if ( not ( udg_uRightIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rRightRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func002Func006Func004C takes nothing returns boolean
if ( not ( udg_uLeftIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) == 0 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func002Func006C takes nothing returns boolean
if ( Trig_Esc_Copy_Func002Func006Func001C() ) then
return true
endif
if ( Trig_Esc_Copy_Func002Func006Func002C() ) then
return true
endif
if ( Trig_Esc_Copy_Func002Func006Func003C() ) then
return true
endif
if ( Trig_Esc_Copy_Func002Func006Func004C() ) then
return true
endif
return false
endfunction
function Trig_Esc_Copy_Func002C takes nothing returns boolean
if ( not Trig_Esc_Copy_Func002Func006C() ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func004Func006Func001C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
if ( not ( udg_uLeftIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == false ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func004Func006Func002C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rUpRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
if ( not ( udg_uUpIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == false ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func004Func006Func003C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rDownRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
if ( not ( udg_uDownIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == false ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func004Func006Func004C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rRightRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
if ( not ( udg_uRightIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == false ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func004Func006C takes nothing returns boolean
if ( Trig_Esc_Copy_Func004Func006Func001C() ) then
return true
endif
if ( Trig_Esc_Copy_Func004Func006Func002C() ) then
return true
endif
if ( Trig_Esc_Copy_Func004Func006Func003C() ) then
return true
endif
if ( Trig_Esc_Copy_Func004Func006Func004C() ) then
return true
endif
return false
endfunction
function Trig_Esc_Copy_Func004C takes nothing returns boolean
if ( not Trig_Esc_Copy_Func004Func006C() ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func006Func002Func004A takes nothing returns nothing
call ExplodeUnitBJ( GetEnumUnit() )
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Esc_Copy_Func006Func002C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func006C takes nothing returns boolean
if ( not ( udg_uLeftIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func008Func002Func004A takes nothing returns nothing
call ExplodeUnitBJ( GetEnumUnit() )
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Esc_Copy_Func008Func002C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rRightRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func008C takes nothing returns boolean
if ( not ( udg_uRightIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func010Func002Func004A takes nothing returns nothing
call ExplodeUnitBJ( GetEnumUnit() )
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Esc_Copy_Func010Func002C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rDownRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func010C takes nothing returns boolean
if ( not ( udg_uDownIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func012Func002Func004A takes nothing returns nothing
call ExplodeUnitBJ( GetEnumUnit() )
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Esc_Copy_Func012Func002C takes nothing returns boolean
if ( not ( CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rUpRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) >= 1 ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Func012C takes nothing returns boolean
if ( not ( udg_uUpIsPressed[GetConvertedPlayerId(GetTriggerPlayer())] == true ) ) then
return false
endif
return true
endfunction
function Trig_Esc_Copy_Actions takes nothing returns nothing
// If there are ANY pressed keys where there are not any units=FAIL
if ( Trig_Esc_Copy_Func002C() ) then
call PlaySoundAtPointBJ( udg_iRandomSound[GetRandomInt(1, 1)], 100, OffsetLocation(GetRectCenter(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())]), 750.00, 75.00), 0 )
call AdjustPlayerStateBJ( ( 0 - udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] = 1
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = 0
return
else
endif
// If there are ANY missed KEYS where there ARE units=FAIL
if ( Trig_Esc_Copy_Func004C() ) then
call PlaySoundAtPointBJ( udg_iRandomSound[GetRandomInt(1, 1)], 100, OffsetLocation(GetRectCenter(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())]), 750.00, 75.00), 0 )
call AdjustPlayerStateBJ( ( 0 - udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] = 1
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = 0
return
else
endif
// If the LEFT key is pressed...
if ( Trig_Esc_Copy_Func006C() ) then
// If there are people in the region...
if ( Trig_Esc_Copy_Func006Func002C() ) then
call AdjustPlayerStateBJ( ( ( udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] * udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] ) * CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = ( udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] + 1 )
call ForGroupBJ( GetUnitsInRectOfPlayer(udg_rLeftRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM)), function Trig_Esc_Copy_Func006Func002Func004A )
else
endif
else
endif
// If the RIGHT key is pressed...
if ( Trig_Esc_Copy_Func008C() ) then
// If there are people in the region...
if ( Trig_Esc_Copy_Func008Func002C() ) then
call AdjustPlayerStateBJ( ( ( udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] * udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] ) * CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rRightRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = ( udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] + 1 )
call ForGroupBJ( GetUnitsInRectOfPlayer(udg_rRightRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM)), function Trig_Esc_Copy_Func008Func002Func004A )
else
endif
else
endif
// If the DOWN key is pressed...
if ( Trig_Esc_Copy_Func010C() ) then
// If there are people in the region...
if ( Trig_Esc_Copy_Func010Func002C() ) then
call AdjustPlayerStateBJ( ( ( udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] * udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] ) * CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rDownRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = ( udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] + 1 )
call ForGroupBJ( GetUnitsInRectOfPlayer(udg_rDownRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM)), function Trig_Esc_Copy_Func010Func002Func004A )
else
endif
else
endif
// If the UP key is pressed...
if ( Trig_Esc_Copy_Func012C() ) then
// If there are people in the region...
if ( Trig_Esc_Copy_Func012Func002C() ) then
call AdjustPlayerStateBJ( ( ( udg_pMoney[GetConvertedPlayerId(GetTriggerPlayer())] * udg_pMultiplier[GetConvertedPlayerId(GetTriggerPlayer())] ) * CountUnitsInGroup(GetUnitsInRectOfPlayer(udg_rUpRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM))) ), GetTriggerPlayer(), PLAYER_STATE_RESOURCE_GOLD )
set udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] = ( udg_pCombo[GetConvertedPlayerId(GetTriggerPlayer())] + 1 )
call ForGroupBJ( GetUnitsInRectOfPlayer(udg_rUpRegions[GetConvertedPlayerId(GetTriggerPlayer())], Player(bj_PLAYER_NEUTRAL_VICTIM)), function Trig_Esc_Copy_Func012Func002Func004A )
else
endif
else
endif
endfunction
//===========================================================================
function InitTrig_Esc_Copy takes nothing returns nothing
set gg_trg_Esc_Copy = CreateTrigger( )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(0) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(1) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(2) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(3) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(4) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(5) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(6) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(7) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(8) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(9) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(10) )
call TriggerRegisterPlayerEventEndCinematic( gg_trg_Esc_Copy, Player(11) )
call TriggerAddAction( gg_trg_Esc_Copy, function Trig_Esc_Copy_Actions )
endfunction
EDIT: The errors are that.... when pressing left and up at the same time, then esc, ONLY purple can kill the units (player 4? wth?) and then blue does NOT recieve a gold for hitting "notes" and others do recieve gold.
This is the only trigger controlling all players, so I am completely stumped.