Disconnection problem

ZelNaga

New Member
Reaction score
5
I've checked with Leak Check v2 and it cannot find any leaks. I don't know why but everytime someone goes to activate a trigger (ex: picking a hero) they get disconnected, other then me of course. :banghead::banghead::banghead:
If anyone can find out why I'll be forever grateful and give ++rep<3
The map (if needed, I don't know:confused:) is attached at the bottom. By the way I'm new at the map making so use small words and go slow please. =D

Code:
=======================================================================================================================================================
Red Attack Path
    Events
        Unit - A unit enters Attack Area Orange <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Red <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Red Attack Path 2
    Events
        Unit - A unit enters Attack Area Red <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Base The Horde <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Blue Attack Path
    Events
        Unit - A unit enters Attack Area Green <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Blue <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Blue Attack Path 2
    Events
        Unit - A unit enters Attack Area Blue <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Base The Horde <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Teal Attack Path
    Events
        Unit - A unit enters Attack Area Middle <gen>
    Conditions
      (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Base The Horde <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Purple Attack Path
    Events
        Unit - A unit enters Attack Area Grey <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Purple <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Purple Attack Path 2
    Events
        Unit - A unit enters Attack Area Purple <gen>
    Conditions
     (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Base The Horde <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Yellow Attack Path
    Events
        Unit - A unit enters Attack Area Light Blue <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Yellow <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Yellow Attack Path 2
    Events
        Unit - A unit enters Attack Area Yellow <gen>
    Conditions
      (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Base The Horde <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Orange Attack Path
    Events
        Unit - A unit enters Attack Area Red <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Orange <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Orange Attack Path 2
    Events
        Unit - A unit enters Attack Area Orange <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Base Lordaeron <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Green Attack Path
    Events
        Unit - A unit enters Attack Area Blue <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Green <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Green Attack Path 2
    Events
        Unit - A unit enters Attack Area Green <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Base Lordaeron <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Pink Attack Path
    Events
        Unit - A unit enters Attack Area Middle <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Base Lordaeron <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Grey Attack Path
    Events
        Unit - A unit enters Attack Area Purple <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Grey <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Grey Attack Path 2
    Events
        Unit - A unit enters Attack Area Grey <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Base Lordaeron <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Light Blue Attack Path
    Events
        Unit - A unit enters Attack Area Yellow <gen>
    Conditions
       (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Light Blue <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Light Blue Attack Path 2
    Events
        Unit - A unit enters Attack Area Light Blue <gen>
    Conditions
        (Owner of (Entering unit)) Equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Base Lordaeron <gen>)
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
=======================================================================================================================================================
Bounty
    Events
        Time - Elapsed game time is 0.01 seconds
    Conditions
    Actions
        Player - Set Player 1 (Red) Current gold to 50
        Player - Set Player 2 (Blue) Current gold to 50
        Player - Set Player 3 (Teal) Current gold to 50
        Player - Set Player 4 (Purple) Current gold to 50
        Player - Set Player 5 (Yellow) Current gold to 50
        Player - Set Player 6 (Orange) Current gold to 50
        Player - Set Player 7 (Green) Current gold to 50
        Player - Set Player 8 (Pink) Current gold to 50
        Player - Set Player 9 (Gray) Current gold to 50
        Player - Set Player 10 (Light Blue) Current gold to 50
        Player - Turn Gives bounty On for Player 11 (Dark Green)
        Player - Turn Gives bounty On for Player 12 (Brown)

Timer
    Events
        Time - Elapsed game time is 20.00 seconds
    Conditions
    Actions
        Trigger - Turn on Timed Cash <gen>

Timed Cash
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
        Player - Add 1 to Player 1 (Red) Current gold
        Player - Add 1 to Player 2 (Blue) Current gold
        Player - Add 1 to Player 3 (Teal) Current gold
        Player - Add 1 to Player 4 (Purple) Current gold
        Player - Add 1 to Player 5 (Yellow) Current gold
        Player - Add 1 to Player 6 (Orange) Current gold
        Player - Add 1 to Player 7 (Green) Current gold
        Player - Add 1 to Player 8 (Pink) Current gold
        Player - Add 1 to Player 9 (Gray) Current gold
        Player - Add 1 to Player 10 (Light Blue) Current gold
=======================================================================================================================================================
Reduce Exp gain
    Events
        Map initialization
    Conditions
    Actions
        Hero - Make Player 1 (Red) Heroes gain 45.00% experience from future kills
        Hero - Make Player 2 (Blue) Heroes gain 45.00% experience from future kills
        Hero - Make Player 3 (Teal) Heroes gain 45.00% experience from future kills
        Hero - Make Player 4 (Purple) Heroes gain 45.00% experience from future kills
        Hero - Make Player 5 (Yellow) Heroes gain 45.00% experience from future kills
        Hero - Make Player 6 (Orange) Heroes gain 45.00% experience from future kills
        Hero - Make Player 7 (Green) Heroes gain 45.00% experience from future kills
        Hero - Make Player 8 (Pink) Heroes gain 45.00% experience from future kills
        Hero - Make Player 9 (Gray) Heroes gain 45.00% experience from future kills
        Hero - Make Player 10 (Light Blue) Heroes gain 45.00% experience from future kills
=======================================================================================================================================================
Lothar
    Events
        Unit - A unit enters Info Hero Lothar <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDAnduin Lo...

Uther
    Events
        Unit - A unit enters Info Hero Uther <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDUther The...

Zuluhed
    Events
        Unit - A unit enters Info Hero Zuluhed <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDZuluhed|r...

Alliance Barracks
    Events
        Unit - A unit enters Info Faction Alliance <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Faction Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDAlliance ...

Cathedral of Light
    Events
        Unit - A unit enters Info Faction Silver Hand <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Faction Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDCathedral...

Dragonmaw Clan
    Events
        Unit - A unit enters Info Faction Dragonmaw <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Faction Picker
    Actions
        Game - Display to (All players matching ((Owner of (Entering unit)) Equal to (Matching player))) the text: |cFF7777CDDragonmaw...
=======================================================================================================================================================
Red
    Events
        Unit - A unit enters Spawn Attack Units Red <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Orange <gen>)
        Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Blue
    Events
        Unit - A unit enters Spawn Attack Units Blue <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Green <gen>)
        Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Teal
    Events
        Unit - A unit enters Spawn Attack Units Teal <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Middle <gen>)
        Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)


Purple
    Events
        Unit - A unit enters Spawn Attack Units Purple <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Grey <gen>)
        Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Yellow
    Events
        Unit - A unit enters Spawn Attack Units Yellow <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 12 (Brown)
    Actions
        Set Temp_Point_A = (Center of Attack Area Light Blue <gen>)
        Unit - Change ownership of (Entering unit) to Player 11 (Dark Green) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Orange
    Events
        Unit - A unit enters Spawn Attack Units Orange <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Red <gen>)
        Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Green
    Events
        Unit - A unit enters Spawn Attack Units Green <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Blue <gen>)
        Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Pink
    Events
        Unit - A unit enters Spawn Attack Units Pink <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Middle <gen>)
        Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Grey
    Events
        Unit - A unit enters Spawn Attack Units Grey <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Purple <gen>)
        Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Light Blue
    Events
        Unit - A unit enters Spawn Attack Units Light Blue <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Entering unit) is A Hero) Not equal to True
                ((Entering unit) is A structure) Not equal to True
                (Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
    Actions
        Set Temp_Point_A = (Center of Attack Area Yellow <gen>)
        Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
        Unit - Order (Entering unit) to Attack-Move To Temp_Point_A
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

=======================================================================================================================================================
Hero Lothar
    Events
        Unit - A unit enters Pick Lothar <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Set Temp_Point_A = (Center of Spawn Hero Lordareon <gen>)
        Unit - Create 1 Anduin Lothar for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Kill (Triggering unit)
        Unit - Remove Anduin Lothar 0087 <gen> from the game
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)

Hero Uther
    Events
        Unit - A unit enters Pick Uther <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Set Temp_Point_A = (Center of Spawn Hero Lordareon <gen>)
        Unit - Create 1 Uther The Lightbringer for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Kill (Triggering unit)
        Unit - Remove Uther The Lightbringer 0106 <gen> from the game
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)

Hero Zuluhed
    Events
        Unit - A unit enters Pick Zuluhed <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Hero Picker
    Actions
        Set Temp_Point_A = (Center of Spawn Hero Horde <gen>)
        Unit - Create 1 Horde Shaman for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Kill (Triggering unit)
        Unit - Remove Horde Shaman 0124 <gen> from the game
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)
=======================================================================================================================================================
Faction Silver Hand
    Events
        Unit - A unit enters Pick Faction Sliver Hand  <gen>
    Conditions
    Actions
        Set Temp_Point_A = ((Owner of (Triggering unit)) start location)
        Unit - Create 1 Cathedral of Light for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Forge of Light for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Guard Tower for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Remove Cathedral of Light 0090 <gen> from the game
        Camera - Pan camera as necessary for (Owner of (Triggering unit)) to Temp_Point_A over 0.01 seconds
        Unit - Kill (Triggering unit)
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)

Set player to Silver Hand
    Events
        Unit - A unit enters Pick Faction Sliver Hand  <gen>
    Conditions
    Actions
        Set SilverHand = (Owner of (Triggering unit))
        Trigger - Turn off (This trigger)

Faction Alliance
    Events
        Unit - A unit enters Pick Faction Alliance <gen>
    Conditions
    Actions
        Set Temp_Point_A = ((Owner of (Triggering unit)) start location)
        Unit - Create 1 Alliance Barracks for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Alliance Forge for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Guard Tower for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Remove Alliance Barracks 0121 <gen> from the game
        Camera - Pan camera as necessary for (Owner of (Triggering unit)) to Temp_Point_A over 0.01 seconds
        Unit - Kill (Triggering unit)
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)

Set player to Alliance
    Events
        Unit - A unit enters Pick Faction Alliance <gen>
    Conditions
    Actions
        Set Alliance = (Owner of (Triggering unit))
        Trigger - Turn off (This trigger)

Faction Dragonmaw
    Events
        Unit - A unit enters Pick Faction Dragonmaw <gen>
    Conditions
    Actions
        Set Temp_Point_A = ((Owner of (Triggering unit)) start location)
        Unit - Create 1 Dragonmaw Clan for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Dragonmaw War Forge for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Create 1 Watch Tower for (Owner of (Triggering unit)) at Temp_Point_A facing Temp_Point_A
        Unit - Remove Dragonmaw Clan 0125 <gen> from the game
        Camera - Pan camera as necessary for (Owner of (Triggering unit)) to Temp_Point_A over 0.01 seconds
        Unit - Kill (Triggering unit)
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Trigger - Turn off (This trigger)

Set player to Dragonmaw
    Events
        Unit - A unit enters Pick Faction Dragonmaw <gen>
    Conditions
    Actions
        Set Dragonmaw = (Owner of (Triggering unit))
        Trigger - Turn off (This trigger)
=======================================================================================================================================================
Camera At Start
    Events
        Map initialization
    Conditions
    Actions
        Set Temp_Point_A = (Center of Spawn Hero Picker Lordareon <gen>)
        Set Temp_Point_B = (Center of Spawn Hero Picker Horde <gen>)
        Camera - Pan camera as necessary for Player 1 (Red) to Temp_Point_A over 0.01 seconds
        Camera - Pan camera as necessary for Player 2 (Blue) to Temp_Point_A over 0.01 seconds
        Camera - Pan camera as necessary for Player 3 (Teal) to Temp_Point_A over 0.01 seconds
        Camera - Pan camera as necessary for Player 4 (Purple) to Temp_Point_A over 0.01 seconds
        Camera - Pan camera as necessary for Player 5 (Yellow) to Temp_Point_A over 0.01 seconds
        Camera - Pan camera as necessary for Player 6 (Orange) to Temp_Point_B over 0.01 seconds
        Camera - Pan camera as necessary for Player 7 (Green) to Temp_Point_B over 0.01 seconds
        Camera - Pan camera as necessary for Player 8 (Pink) to Temp_Point_B over 0.01 seconds
        Camera - Pan camera as necessary for Player 9 (Gray) to Temp_Point_B over 0.01 seconds
        Camera - Pan camera as necessary for Player 10 (Light Blue) to Temp_Point_B over 0.01 seconds
        Custom script:   call RemoveLocation (udg_Temp_Point_A)
        Custom script:   call RemoveLocation (udg_Temp_Point_B)
=======================================================================================================================================================
Spawn Hero Picker Lordareon
    Events
        Map initialization
    Conditions
    Actions
        Set Temp_Point_A = (Center of Spawn Hero Picker Lordareon <gen>)
        Unit - Create 1 Hero Picker for Player 1 (Red) at Temp_Point_A facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 2 (Blue) at Temp_Point_A facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 3 (Teal) at Temp_Point_A facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 4 (Purple) at Temp_Point_A facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 5 (Yellow) at Temp_Point_A facing Default building facing degrees
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Spawn Hero Picker Horde
    Events
        Map initialization
    Conditions
    Actions
        Set Temp_Point_B = (Center of Spawn Hero Picker Horde <gen>)
        Unit - Create 1 Hero Picker for Player 6 (Orange) at Temp_Point_B facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 7 (Green) at Temp_Point_B facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 8 (Pink) at Temp_Point_B facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 9 (Gray) at Temp_Point_B facing Default building facing degrees
        Unit - Create 1 Hero Picker for Player 10 (Light Blue) at Temp_Point_B facing Default building facing degrees
        Custom script:   call RemoveLocation (udg_Temp_Point_B)

Spawn Faction Picker Lordareon
    Events
        Unit - A unit Dies
    Conditions
        ((Unit-type of (Triggering unit)) Equal to Hero Picker) and ((Fog Hero Faction Lordareon <gen> contains (Triggering unit)) Equal to True)
    Actions
        Set Temp_Point_A = (Center of Spawn Faction Picker Lordareon <gen>)
        Unit - Create 1 Faction Picker for (Owner of (Dying unit)) at Temp_Point_A facing Temp_Point_A
        Camera - Pan camera as necessary for (Owner of (Dying unit)) to Temp_Point_A over 0.01 seconds
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Spawn Faction Picker Horde
    Events
        Unit - A unit Dies
    Conditions
        ((Unit-type of (Triggering unit)) Equal to Hero Picker) and ((Fog Hero Faction Horde <gen> contains (Triggering unit)) Equal to True)
    Actions
        Set Temp_Point_A = (Center of Spawn Faction Picker Horde <gen>)
        Unit - Create 1 Faction Picker for (Owner of (Dying unit)) at Temp_Point_A facing Temp_Point_A
        Camera - Pan camera as necessary for (Owner of (Dying unit)) to Temp_Point_A over 0.01 seconds
        Custom script:   call RemoveLocation (udg_Temp_Point_A)

Spawn Paladin Initiate
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 4 Paladin Initiate for SilverHand at (SilverHand start location) facing (SilverHand start location)

Events
    Unit - A unit Finishes research

Spawn Paladin Captains 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Paladin Captain for SilverHand at (SilverHand start location) facing (SilverHand start location)

Spawn Archbishops
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Research Archbishops 
    Actions
        Trigger - Turn on Spawn Archbishops 2 <gen>

Spawn Archbishops 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Archbishop for SilverHand at (SilverHand start location) facing (SilverHand start location)

Spawn Footmen
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 4 Footman for Alliance at (Alliance start location) facing (SilverHand start location)

Spawn Knights
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Research Knights 
    Actions
        Trigger - Turn on Spawn Knights 2 <gen>

Spawn Knights 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Knight for Alliance at (Alliance start location) facing (Alliance start location)

Spawn Champions
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Research Champions 
    Actions
        Trigger - Turn on Spawn Champions 2 <gen>

Spawn Champions 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Champion for Alliance at (Alliance start location) facing (Alliance start location)

Spawn Dragonmaw Grunt
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 4 Dragonmaw Grunt for Dragonmaw at (Dragonmaw start location) facing (Dragonmaw start location)

Spawn Enslaved Red Dragons
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Research Enslaved Red Dragon 
    Actions
        Trigger - Turn on Spawn Enslaved Red Dragons 2 <gen>

Spawn Enslaved Red Dragons 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Enslaved Red Dragon for Dragonmaw at (Dragonmaw start location) facing (Dragonmaw start location)

Spawn Enslaved Red Dragon Whelps
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Research Enslaved Red Dragon Whelp 
    Actions
        Trigger - Turn on Spawn Enslaved Red Dragon Whelps 2 <gen>

Spawn Enslaved Red Dragon Whelps 2
    Events
        Time - Every 15.00 seconds of game time
    Conditions
    Actions
        Unit - Create 1 Enslaved Red Dragon Whelp for Dragonmaw at (Dragonmaw start location) facing (Dragonmaw start location)

Auto Cast ArchBishop
    Events
        Unit - A unit enters Auto Casting Lordareon <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Archbishop
    Actions
        Unit - Order (Triggering unit) to Human Priest - Activate Inner Fire

Auto Cast Dragons
    Events
        Unit - A unit enters Auto Casting Horde <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Enslaved Red Dragon
    Actions
        Unit - Order (Triggering unit) to Night Elf Dryad - Activate Abolish Magic

Auto Cast Dragon Whelps
    Events
        Unit - A unit enters Auto Casting Lordareon <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Enslaved Red Dragon Whelp
    Actions
        Unit - Order (Triggering unit) to Night Elf Dryad - Activate Abolish Magic
=======================================================================================================================================================
Fog near Hero Faction picker
    Events
        Map initialization
    Conditions
    Actions
        Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Fog Hero Faction Lordareon <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Fog Hero Faction Horde <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Fog Hero Faction Horde <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Fog Hero Faction Horde <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Fog Hero Faction Horde <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Fog Hero Faction Horde <gen>
 

ManyTimes

I'm so lonesome I could cry...
Reaction score
293
Camera - Pan camera as necessary for (Owner of (Triggering unit)) to Temp_Point_A over 0.01 seconds

Use the other option, pan camera no matter what, or do not pan camera at all, see if that helps. Because that action tend to lead to a server split.
Besides that, learn loops/use loops, saves a lot of time, totally, awesome.
 

ZelNaga

New Member
Reaction score
5
ManyTimes I love you! ++++++++++Rep! What camera trigger should I use then? I simply took out all camera triggers to see if those were it and they are!
 
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    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
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    Happy Thursday!
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    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
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    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
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    Power back on finally - all is good here no damage
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    Happy Friday!
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  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

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