Need help on my map, (footmen) triggers doesnt work properly.

Troll

New Member
Reaction score
4
Hi guys, i need help on this, i am making my own footme nfrenzy from scratch, i tested my map online, is not finished yet but the triggers should work propeperly, they do not =s..

for some reason, when the game start and everyone start picking their heros etc etc, they all suddenly LEAVE one per one every second, i wonder if you guys could help me? maybe checking the map.


btw this is not a leaked thing, i was going to name it footmen frenzy v4.4 lol.


can you help me? thanks, and if you want to join this project. you can pm me. i am a footie addict. there will be not custom heros, there will be just standar heros with balanced/edited abilities. so i fyou want to join, send me a pm or request here.


here is the map, thanks./
 

Azlier

Old World Ghost
Reaction score
461
You need to wait 24 hours after your last post in order to bump. I wish I could help, but I can't open it due to the fact that I don't have Warcraft III. I suggest pasting the spawning triggers or something.

I go crazeh with helpin' until I hit 50 rep.
 

Diamondeye

New Member
Reaction score
10
Hmm. I am making a map that works the same way, except no standard heroes nor creepbases...

Does your game "kick" the users when they're AIs?
 

Troll

New Member
Reaction score
4
Hmm. I am making a map that works the same way, except no standard heroes nor creepbases...

Does your game "kick" the users when they're AIs?


no, when i play in single player, they do't get kicked.


only with online players.
 

Troll

New Member
Reaction score
4
I tried a normal map already, its not any firewall prob. all my firewalls are turned off. =/
 

HappyPeasant

New Member
Reaction score
8
look at or around your defeat trigger other then that lol you might just want to start transplanting your triggers to a different map and see if you can find the problem as you go

sorry couldnt be of more help
 

Troll

New Member
Reaction score
4
here are the triggers executed for leaving/lose/win etc. could you check it?


Code:
init 11
    Events
        Unit - A unit Dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Dying unit)) Equal to Footmen Frenzy
    Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit))) and do (Unit - Kill (Picked unit))
        Player Group - Remove (Owner of (Triggering unit)) from (All players)
        Game - Display to (All players) for 5.00 seconds the text: (CC[(Player number of (Owner of (Triggering unit)))] + ((Name of (Owner of (Triggering unit))) + |r has been defeated!))


Code:
init 13
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Player((Integer A))) slot status) Not equal to Is playing
                    Then - Actions
                        Unit Group - Pick every unit in (Units owned by (Player((Integer A)))) and do (Actions)
                            Loop - Actions
                                Unit - Remove (Picked unit) from the game
                                Player Group - Remove (Owner of (Picked unit)) from (All players)
                    Else - Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Set (Picked player) Current gold to 550
                Player - Turn Gives bounty On for (Picked player)
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across MV <gen>
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across SV <gen>
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across SV2 <gen>
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across SV3 <gen>
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across SV4 <gen>


Code:
init 8
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Not equal to Is playing
                    Then - Actions
                        Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Unit - Remove (Picked unit) from the game)
                        Quest - Display to (All players) the Hint message: (CC[(Player number of (Picked player))] + ((Name of (Picked player)) + (|r +  has left the game.)))
                        Player Group - Remove (Picked player) from (All players)
                    Else - Actions



Code:
init 15
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 1 (Red) is in (All players)) Equal to False
                (Player 2 (Blue) is in (All players)) Equal to False
                (Player 3 (Teal) is in (All players)) Equal to False
                (Player 4 (Purple) is in (All players)) Equal to False
                (Player 5 (Yellow) is in (All players)) Equal to False
                (Player 6 (Orange) is in (All players)) Equal to False
                (Player 7 (Green) is in (All players)) Equal to False
                (Player 8 (Pink) is in (All players)) Equal to False
                (Player 9 (Gray) is in (All players)) Equal to False
            Then - Actions
                Sound - Play Credits <gen>
                Player Group - Pick every player in (All players) and do (Actions)
                    Loop - Actions
                        Camera - Shake the camera for (Picked player) with magnitude 8.00
                Unit Group - Pick every unit in (Units in EMA <gen>) and do (Actions)
                    Loop - Actions
                        Unit - Pause (Picked unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 1 (Red) is in (All players)) Equal to False
                (Player 2 (Blue) is in (All players)) Equal to False
                (Player 3 (Teal) is in (All players)) Equal to False
                (Player 4 (Purple) is in (All players)) Equal to False
                (Player 5 (Yellow) is in (All players)) Equal to False
                (Player 6 (Orange) is in (All players)) Equal to False
                (Player 10 (Light Blue) is in (All players)) Equal to False
                (Player 11 (Dark Green) is in (All players)) Equal to False
                (Player 12 (Brown) is in (All players)) Equal to False
            Then - Actions
                Sound - Play Credits <gen>
                Player Group - Pick every player in (All players) and do (Actions)
                    Loop - Actions
                        Camera - Shake the camera for (Picked player) with magnitude 8.00
                Unit Group - Pick every unit in (Units in EMA <gen>) and do (Actions)
                    Loop - Actions
                        Unit - Pause (Picked unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 4 (Purple) is in (All players)) Equal to False
                (Player 5 (Yellow) is in (All players)) Equal to False
                (Player 6 (Orange) is in (All players)) Equal to False
                (Player 7 (Green) is in (All players)) Equal to False
                (Player 8 (Pink) is in (All players)) Equal to False
                (Player 9 (Gray) is in (All players)) Equal to False
                (Player 10 (Light Blue) is in (All players)) Equal to False
                (Player 11 (Dark Green) is in (All players)) Equal to False
                (Player 12 (Brown) is in (All players)) Equal to False
            Then - Actions
                Sound - Play Credits <gen>
                Player Group - Pick every player in (All players) and do (Actions)
                    Loop - Actions
                        Camera - Shake the camera for (Picked player) with magnitude 8.00
                Unit Group - Pick every unit in (Units in EMA <gen>) and do (Actions)
                    Loop - Actions
                        Unit - Pause (Picked unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 1 (Red) is in (All players)) Equal to False
                (Player 2 (Blue) is in (All players)) Equal to False
                (Player 3 (Teal) is in (All players)) Equal to False
                (Player 7 (Green) is in (All players)) Equal to False
                (Player 8 (Pink) is in (All players)) Equal to False
                (Player 9 (Gray) is in (All players)) Equal to False
                (Player 10 (Light Blue) is in (All players)) Equal to False
                (Player 11 (Dark Green) is in (All players)) Equal to False
                (Player 12 (Brown) is in (All players)) Equal to False
            Then - Actions
                Sound - Play Credits <gen>
                Player Group - Pick every player in (All players) and do (Actions)
                    Loop - Actions
                        Camera - Shake the camera for (Picked player) with magnitude 8.00
                Unit Group - Pick every unit in (Units in EMA <gen>) and do (Actions)
                    Loop - Actions
                        Unit - Pause (Picked unit)
            Else - Actions
 

Diamondeye

New Member
Reaction score
10
Only thing I can see that catches my eye is the use of the integer A variable in trigger number 2, and the unpractical way you've written the "is playing check";

If (Player(Integer A)) is playing equal to not true.

Either try to redefine it (If (Player Slot(Integer A)) is Equal to Open?)
or make the trigger run at 0.01 second. The map might not register who is playing before after map init
 
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