Er... some major map issues

C

currahee

Guest
Hello again all, i've been busy making a world war 2 map and it's coming along rather nicely. The environment is all nice, scripts work fine ... sorta.
I have the script set so that when you pass through a region, it displays the amount of time remaining you need to hold out of the town. Now when I went solo, when I did it it worked fine. By that I mean that there was only 1 countdown timer and all the dummy bodies teleported to the french town square at the same time.
Now I went out and tested the map on b.net with someone. With him when he tped into the town, every dummy body was there, but then it kept displaying the timer over and over again until there were 10 timers!
Ok so here we go.

Events:
A unit enters French town enter <gen>
Conditions:
None
Actions:
Environment - Turn (last created weather effect) off
Sound- Play war3map imported\roger_coord.wav
Countdown Timer- Create a timer window for timer with the title Reinforcements Arrive In
Countdown Timer- Start Timer as a One-shot timer that will expire in 900 seconds.
Quest- Blah blah
Quest- Blah blah

The telecode is
Events: A unit enters French town enter <gen>
Conditions: None
Actions: Unit Move blah blah <gen> instantly to (center of killzone) <gen>
repeat on for 9 times.

Hmm.. im still puzzeled..
 
It's probably because they keep entering the region and that's what's making it repeat over and over.
 
That was an earlier problem at first actually, so I have the region set to a specific tiny area where the person can walk through it and the players teleport inside the base.
 
Originally posted by currahee
The telecode is
Events: A unit enters French town enter <gen>
Conditions: None
Actions: Unit Move blah blah <gen> instantly to (center of killzone) <gen>
repeat on for 9 times.
Hmm.. im still puzzeled..

Wait, you repeat the action Unit Move blah blah <gen> instalty to (center of killzone) gen 9 times?

Please explain a little further. The only thing I can guess is (as you said there were only 10 timers), the repetition of the teleport code would make a total of 10 (1 initial script, and 9 repetitions) scripts firing. Maybe / somehow your scripts are interconnected. These are separate scripts, right? Why don't you merge them into one script? They both have the same event... and neither have conditions...
 
blah blah was written to save time. BTW I found the problem. I'm so stupid!:mad: I placed enemy tanks nearby so if you just ran to the region, the script would work fine. But then the tanks would come in, which triggered multiple sequences.
When I meant repeat 9 times was for different units (10 in all) to teleport to that spot so any people who were lagging behind would automatically teleport to the spot.
 
I know what's wrong and I know how to fix it, add this action at the end of it: turn off trigger
And then choose that trigger to turn off so it will only happen once.
I made a map called the last samurai and the same thing happened over and over agin with a movie scene.
 
Wow, a turn off trigger function? heh thanks. Didn't know there was such thing :D
that must have been hectic for ya..
 
Yea, they have alot of trigger functions under the trigger actions. Alot of them are very useful.
 
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