I have a trigger that shares vision if a hero dies. Cant seem to get it to work with the all points held shared vision.
Events
Unit - Any Unit dies
Local Variables
Rev = 0 <Integer>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
(Player j is giving player i Shared Vision) == False
Actions
UI - Display "You have been revealed" for (Player group((Triggering player))) to Error area
General - For each integer Rev from 1 to 10 with increment 1, do (Actions)
Actions
Player - Turn player (Triggering player) Shared Vision On towards player Rev
How would i edit the conditions so when the hold all points shared vision is on the hero dieing reliever does not work/show?
So if shared vision (from all points being held) is on. Hero dieing/ being revived has no effect on shared vision.
If shared vision (from all points being held) is off. Hero dieing being revived works/shows.
That is rather weird. Do a single player map test (via the Test Document function in the editor), type TrigDebug into the Chat to open up the Trigger Debugger (you have to be in Windowed screen mode, not Fullscreen), go across to the Triggers tab, and what is the Average Run Time (ms) and Average Fail Time (ms) values?
I can probably come up with another method which will decrease the amount of time it takes for the trigger to run but it will be more complicated. I'll post back when I have finished a test map for it.
In trying to create another set of triggers to get this working, I came across the "Execution took to long" error. I did some research into the error and found that if you place a wait action inside a loop, it resolves the problem. So try adding a wait action (set the duration to 0.0625s such that you don't notice the wait) into the "Gains Region" trigger inside the first "For each player" loop:
Trigger:
Gains Region
Events
Unit - Any Unit Enters Region 001
Unit - Any Unit Enters Region 002
Local Variables
i = 0 <Integer>
j = 0 <Integer>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Units in Region 001 having alliance Ally with player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most 1)) == 1
(Number of Living units in (Units in Region 002 having alliance Ally with player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most 1)) == 1
Then
Player Group - For each player j in (Enemies of player (Triggering player)) do (Actions)
Actions
General - Wait 0.0625 Game Time seconds
Player - Turn player j Shared Vision On towards player (Triggering player)
Player Group - For each player j in (Allies of player (Triggering player)) do (Actions)
Actions
Player - Turn player j Shared Vision On towards player i
It'll be good practice at least, I did a bunch of practice boards the last few weeks but that's a bit different than actual repair. It's pretty obvious what's going on with those, so it's not very hard to trace the leads, and they aren't designed with faults so
Site is peaking on traffic for the recipes - Sundays are always the big days and we are 200 plus unique visitors an hour right now and it will be like that probably be around 3000 total on the site all day maybe more if Google desires it LOL
Anyway I have a power bench that I don't actually know how to use, but I'm assuming I can take the battery out and power it directly from that to see if any of them turn on.
If you had kids like me that grew up in that era you could just go to your closet and fish out one of the cords from the cord bag. I bet I have everyone of those cord connectors plus some