AceHart
Your Friendly Neighborhood Admin
- Reaction score
- 1,496
A couple incorrect color codes in the loading screen.
Most of them are "|c<color>", but should be "|cff<color>"
> (Item-class of (Last created item)) Equal to (Item-class of (Item being manipulated))
There is no "last created item".
> Hero - Drop (Item carried by (Triggering unit) of type (Item-type of (Picked item))) from (Transporting unit)
There is no "transporting unit".
Actually, the map crashes on any item you pick up.
It doesn't anymore if you turn off that "items map" trigger.
What's it supposed to do?
Why is the start location not on the Wisp?
Or, at least, some pan camera that would bring me there at the start?
I guess the category "stuff" is for testing something?
> UT Sounds
Looks familiar...
Under "Heroes", you shouldn't use "Unit - Kill Rogue 0083 <gen>"... remove those units if needed.
Or simply hide them.
If you kill them, given they are Heroes, your team gets a free kill...
You do not need all of those "Do nothing" in multi-line "if then else"s.
They aren't doing anything anyway.
My Hero didn't revive...
Your Hero descriptions leak, and will most likely not remove the correct floating text,
change them to:
Yes, that is all the actions already.
No variables or destroy needed.
Multiboard:
The Template multiboard assumes players 1 and 7 are computers.
And uses their scores for the team.
Given your map looks like it would be 12 players, you need to use a different score for the team.
Instead of this:
use this:
I changed all the references to "1" to "0", and all "7"s to "13".
This also needs a change in the "create multiboard" trigger:
Replace
Set MultiBoard_Spots[1] = TempInteger
with
Set MultiBoard_Spots[0] = TempInteger
and
Set MultiBoard_Spots[7] = TempInteger
with
Set MultiBoard_Spots[13] = TempInteger
After that, it should work.
Btw, there's no trigger yet to show the game time...
Anything I missed?
Good luck.
Most of them are "|c<color>", but should be "|cff<color>"
> (Item-class of (Last created item)) Equal to (Item-class of (Item being manipulated))
There is no "last created item".
> Hero - Drop (Item carried by (Triggering unit) of type (Item-type of (Picked item))) from (Transporting unit)
There is no "transporting unit".
Actually, the map crashes on any item you pick up.
It doesn't anymore if you turn off that "items map" trigger.
What's it supposed to do?
Why is the start location not on the Wisp?
Or, at least, some pan camera that would bring me there at the start?
I guess the category "stuff" is for testing something?
> UT Sounds
Looks familiar...
Under "Heroes", you shouldn't use "Unit - Kill Rogue 0083 <gen>"... remove those units if needed.
Or simply hide them.
If you kill them, given they are Heroes, your team gets a free kill...
You do not need all of those "Do nothing" in multi-line "if then else"s.
They aren't doing anything anyway.
My Hero didn't revive...
Your Hero descriptions leak, and will most likely not remove the correct floating text,
change them to:
Code:
Floating Text - Create floating text that reads Cunning Hero, adept... at (Center of Kelen text <gen>) with Z offset 120.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change the lifespan of (Last created floating text) to 20.00 seconds
Floating Text - Change (Last created floating text): Disable permanence
No variables or destroy needed.
Multiboard:
The Template multiboard assumes players 1 and 7 are computers.
And uses their scores for the team.
Given your map looks like it would be 12 players, you need to use a different score for the team.
Instead of this:
Code:
Actions
Set Score_Kills[(Player number of (Owner of (Killing unit)))] = (Score_Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Score_Deaths[(Player number of (Owner of (Dying unit)))] = (Score_Deaths[(Player number of (Owner of (Dying unit)))] + 1)
If (((Owner of (Dying unit)) is in West_Players) Equal to True) then do (Set Score_Deaths[1] = (Score_Deaths[1] + 1)) else do (Do nothing)
If (((Owner of (Dying unit)) is in East_Players) Equal to True) then do (Set Score_Deaths[7] = (Score_Deaths[7] + 1)) else do (Do nothing)
Set TempInteger = (((Hero level of (Dying unit)) x 5) + 100)
Player - Add TempInteger to (Owner of (Killing unit)) Current gold
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is in West_Players) Equal to True
Then - Actions
Set Score_Kills[1] = (Score_Kills[1] + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is in East_Players) Equal to True
Then - Actions
Set Score_Kills[7] = (Score_Kills[7] + 1)
Else - Actions
Trigger - Run Sort Multiboard <gen> (checking conditions)
Multiboard - Set the text for (Last created multiboard) item in column 3, row MultiBoard_Spots[1] to ( + (String(Score_Kills[1])))
Multiboard - Set the text for (Last created multiboard) item in column 3, row MultiBoard_Spots[7] to ( + (String(Score_Kills[7])))
Multiboard - Set the text for (Last created multiboard) item in column 4, row MultiBoard_Spots[1] to ( + (String(Score_Deaths[1])))
Multiboard - Set the text for (Last created multiboard) item in column 4, row MultiBoard_Spots[7] to ( + (String(Score_Deaths[7])))
use this:
Code:
Actions
Set Score_Kills[(Player number of (Owner of (Killing unit)))] = (Score_Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Score_Deaths[(Player number of (Owner of (Dying unit)))] = (Score_Deaths[(Player number of (Owner of (Dying unit)))] + 1)
If (((Owner of (Dying unit)) is in West_Players) Equal to True) then do (Set Score_Deaths[0] = (Score_Deaths[0] + 1)) else do (Do nothing)
If (((Owner of (Dying unit)) is in East_Players) Equal to True) then do (Set Score_Deaths[13] = (Score_Deaths[13] + 1)) else do (Do nothing)
Set TempInteger = (((Hero level of (Dying unit)) x 5) + 100)
Player - Add TempInteger to (Owner of (Killing unit)) Current gold
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is in West_Players) Equal to True
Then - Actions
Set Score_Kills[0] = (Score_Kills[0] + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is in East_Players) Equal to True
Then - Actions
Set Score_Kills[13] = (Score_Kills[13] + 1)
Else - Actions
Trigger - Run Sort Multiboard <gen> (checking conditions)
Multiboard - Set the text for (Last created multiboard) item in column 3, row MultiBoard_Spots[0] to ( + (String(Score_Kills[0])))
Multiboard - Set the text for (Last created multiboard) item in column 3, row MultiBoard_Spots[13] to ( + (String(Score_Kills[13])))
Multiboard - Set the text for (Last created multiboard) item in column 4, row MultiBoard_Spots[0] to ( + (String(Score_Deaths[0])))
Multiboard - Set the text for (Last created multiboard) item in column 4, row MultiBoard_Spots[13] to ( + (String(Score_Deaths[13])))
I changed all the references to "1" to "0", and all "7"s to "13".
This also needs a change in the "create multiboard" trigger:
Replace
Set MultiBoard_Spots[1] = TempInteger
with
Set MultiBoard_Spots[0] = TempInteger
and
Set MultiBoard_Spots[7] = TempInteger
with
Set MultiBoard_Spots[13] = TempInteger
After that, it should work.
Btw, there's no trigger yet to show the game time...
Anything I missed?
Good luck.