- Reaction score
- 149
I have asked for solutions to this tirgger, I've looked it through many times and I still can't get it to work. It works perfectly on singleplayer, but on multiplayer it causes server splits.
Maybe somehow someone can see the problem, or am I forced to remove this trigger?
It is supposed to set up hero abilities and their requirements for the next level up.
Maybe somehow someone can see the problem, or am I forced to remove this trigger?
It is supposed to set up hero abilities and their requirements for the next level up.
Code:
SettingUp
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Set tempHero = (Triggering unit)
Set tempPlayer = (Owner of tempHero)
Set tempInt = (Player number of tempPlayer)
Set checkHero[tempInt] = True
Set Hero[tempInt] = tempHero
For each (Integer A) from 1 to Abilities_Index, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Hero_AbilityType1[tempInt] Equal to Unselected Ability
(Level of Hero_Abilities[(Integer A)] for tempHero) Greater than 0
Then - Actions
Set Hero_AbilityType1[tempInt] = Hero_Abilities[(Integer A)]
Set Hero_AbilityLevel_I[tempInt] = (Level of Hero_AbilityType1[tempInt] for tempHero)
Custom script: if GetLocalPlayer() == udg_tempPlayer then
Game - Display to (All players) the text: Player Check = True
Multiboard - Hide SkillBoard[tempInt]
Multiboard - Set the text for SkillBoard[tempInt] item in column 2, row 1 to ((Name of Hero_AbilityType1[tempInt]) + :)
Multiboard - Set the text for SkillBoard[tempInt] item in column 3, row 1 to (((String(Hero_AbilityExpierence_I[tempInt])) + / ) + (String((Hero_AbilityLevel_I[tempInt] x 16))))
Multiboard - Show SkillBoard[tempInt]
Custom script: endif
Else - Actions