Server Split on Player Based Multiboards

Knights

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71
In my map, I want a multiboard event so when a player uses a spell called Talk, they are able to talk to citizens, and acquire quests and whatnot. Also eventually I'm going to base the menu off of multiboards. I remember doing this before, but because I took a break from mapping I can't quite recall what I am doing wrong.

My init trigger is :

JASS:
function Trig_QuestMultiboard_Copy_Actions takes nothing returns nothing
    set udg_PlayerLoop = 0
    loop
        exitwhen udg_PlayerLoop > 11
        if (GetLocalPlayer() == Player(udg_PlayerLoop)) then
        call CreateMultiboardBJ( 3, 27, "TRIGSTR_2064" )
        set udg_Multiboard[GetForLoopIndexA()] = GetLastCreatedMultiboard()
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 1, "TRIGSTR_2065" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 2, 1, "TRIGSTR_2066" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 3, 1, "TRIGSTR_2067" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 2, "TRIGSTR_2068" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 2, 2, "TRIGSTR_2069" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 3, 2, "TRIGSTR_2070" )
        call MultiboardSetItemValueBJ( udg_Multiboard[udg_PlayerLoop], 1, 27, "TRIGSTR_2071" )
        set bj_forLoopAIndex = 1
        set bj_forLoopAIndexEnd = 3
        loop
            exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
            set bj_forLoopBIndex = 1
            set bj_forLoopBIndexEnd = 27
            loop
                exitwhen bj_forLoopBIndex > bj_forLoopBIndexEnd
                call MultiboardSetItemWidthBJ( udg_Multiboard[udg_PlayerLoop], GetForLoopIndexA(), GetForLoopIndexB(), 33.00 )
                set bj_forLoopBIndex = bj_forLoopBIndex + 1
            endloop
            set bj_forLoopAIndex = bj_forLoopAIndex + 1
        endloop
        call MultiboardDisplayBJ( false, udg_Multiboard[udg_PlayerLoop] )
        endif
        set udg_PlayerLoop = udg_PlayerLoop + 1
    endloop
endfunction

//===========================================================================
function InitTrig_QuestMultiboard_Copy takes nothing returns nothing
    set gg_trg_QuestMultiboard_Copy = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_QuestMultiboard_Copy, 1.00 )
    call TriggerAddAction( gg_trg_QuestMultiboard_Copy, function Trig_QuestMultiboard_Copy_Actions )
endfunction


I think this is the trigger causing the split because players get disconnected right away. This triggers simply initializes the multiboards for the players, but does not show them to the players until they actually use their talk ability, but that is another trigger.

Is there something I am doing wrong with this?

Thanks,
Knights:cool:
 

Knights

You can change this now in User CP.
Reaction score
71
Oh, is that my mistake?

I shall try that and see how it turns out.

Tried it, worked. Thanks. +rep.
 
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