FFA Arena doesn't work.. HELP

danpe

New Member
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5
I have a game and i want it to have an arena that heppends every once in a while..

here is my GUI:

Trigger:
  • FFA Arena
    • Events
    • Conditions
    • Actions
      • Game - Display to (All players) the text: Free For All Arena ...
      • Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
        • Loop - Actions
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • Player - Make (Picked player) treat (Player((Integer A))) as an Enemy with shared vision
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 3
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 2
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 1
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: GO!
      • Sound - Play QuestNew <gen>
      • Unit Group - Pick every unit in (Units in Arena <gen>) and do (Actions)
        • Loop - Actions
          • Unit - Unpause (Picked unit)
      • Wait until ((Number of units in (Units in Arena <gen> matching (((Matching unit) is A Hero) Equal to True))) Equal to 1), checking every 1.00 seconds
      • Cinematic - Disable user control for (All players)
      • Set WiningHero = (Random unit from (Units in Arena <gen> matching (((Matching unit) is A Hero) Equal to True)))
      • Player Group - Pick every player in (All players) and do (Camera - Pan camera for (Picked player) to (Position of WiningHero) over 0.00 seconds)
      • Game - Display to (All players) the text: ((Name of (Owner of WiningHero)) + has won !)
      • Sound - Play NewTournament <gen>
      • Unit - Kill WiningHero
      • Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
        • Loop - Actions
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • Player - Make (Picked player) treat (Player((Integer A))) as an Ally with shared vision
      • For each (Integer A) from 0 to (ManualLoop - 1), do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Heroes[(Integer A)] Not equal to No unit
            • Then - Actions
              • Hero - Instantly revive Heroes[(Integer A)] at HerosLocation[(Integer A)], Hide revival graphics
              • Unit - Pause Heroes[(Integer A)]
              • Unit - Set life of Heroes[(Integer A)] to HeroesHP[(Integer A)]
              • Unit - Set mana of Heroes[(Integer A)] to HeroesMP[(Integer A)]
              • Camera - Set the camera bounds for (Owner of Heroes[(Integer A)]) to (Entire map)
              • Camera - Pan camera for (Owner of Heroes[(Integer A)]) to (Position of Heroes[(Integer A)]) over 3.00 seconds
              • Unit - Reset ability cooldowns for Heroes[(Integer A)]
            • Else - Actions
      • Unit Group - Pick every unit in (Units in Arena <gen>) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 3
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 2
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: 1
      • Sound - Play BattleNetTick <gen>
      • Wait 1.00 seconds
      • Game - Display to (All players) the text: GO!
      • Countdown Timer - Resume Arena
      • Countdown Timer - Resume Reinforcment
      • Countdown Timer - Resume Rescue
      • Cinematic - Enable user control for (All players)
      • Unit - Unpause all units
      • Trigger - Turn on RunningTrigger
      • Trigger - Turn on RunningTrigger2
      • Set ArenaIsRuning = False


The problam that only the wining hero returns to the game...
all the rest still dead and cant play..

please help,
thx.
 

NoobImbaPro

You can change this now in User CP.
Reaction score
60
can you describe more what you do in that trigger and some variables' purposes?

can you check again if there is something wrong with these lines?
Trigger:
  • .
    • For each (Integer A) from 0 to (ManualLoop - 1), do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Heroes[(Integer A)] Not equal to No unit
          • Then - Actions
            • Hero - Instantly revive Heroes[(Integer A)] at HerosLocation[(Integer A)], Hide revival graphics
            • Unit - Pause Heroes[(Integer A)]
            • Unit - Set life of Heroes[(Integer A)] to HeroesHP[(Integer A)]
            • Unit - Set mana of Heroes[(Integer A)] to HeroesMP[(Integer A)]
            • Camera - Set the camera bounds for (Owner of Heroes[(Integer A)]) to (Entire map)
            • Camera - Pan camera for (Owner of Heroes[(Integer A)]) to (Position of Heroes[(Integer A)]) over 3.00 seconds
            • Unit - Reset ability cooldowns for Heroes[(Integer A)]
 

SwedishChef

New Member
Reaction score
32
So were do you set your ManualLoop? Try using debug messages with Game - Display text in the loop to really see what numbers you get from the loop and if it works as it should.
 

sentrywiz

New Member
Reaction score
25
Long trigger.

Trigger:
  • Unit Group - Pick every unit in (Units in Arena <gen>) and do (Actions)
    • Loop - Actions
    • Unit - Remove (Picked unit) from the game


Does this clear up the arena?

And do the other players can't play because they are dead or out of game?

You should look the above trigger if they are out of game and if not, then I think you should reorganize the triggers a little bit. Its too big to look at this way and I think its clustered thats why a problem occurs.
 

SwedishChef

New Member
Reaction score
32
Yeah since units who dies stays at the same place. So if they died in the arena they will stay there and get removed.

E: HeroesLocation might not be in the arena. But if it is or if that loop isn't working the dead units will be removed.
 
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