Sniper Rifle...

I think I found at least part of your problem. The trigger driving the spell has player comparisons. Look:

Code:
Shoot
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Shoot 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        [COLOR="Red"]((Owner of (Casting unit)) Food used) Equal to 0[/COLOR]
                        [COLOR="red"]Zoomed[(Player number of (Owner of (Casting unit)))] [/COLOR]Equal to False
            Then - Actions
                Unit - Order (Casting unit) to Stop
                Do nothing
            Else - Actions
                -------- Sniper Rifle --------
                Set CastingUnit = (Position of (Casting unit))
                Set ShootAngle = (Facing of (Casting unit))
                Unit - Create 1 Sniper Bullet for (Owner of (Casting unit)) at CastingUnit facing ShootAngle degrees
                Unit Group - Add (Last created unit) to Bullets
                Player - Add -1 to (Owner of (Casting unit)) Food used
                Custom script:      call RemoveLocation (udg_CastingUnit)
                Unit Group - Add (Casting unit) to Recoiled
                Camera - Shake the camera for (Owner of (Casting unit)) with magnitude 1.00
 
I think I found at least part of your problem. The trigger driving the spell has player comparisons. Look:

Code:
Shoot
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Shoot 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Or - Any (Conditions) are true
                    Conditions
                        [COLOR="Red"]((Owner of (Casting unit)) Food used) Equal to 0[/COLOR]
                        [COLOR="red"]Zoomed[(Player number of (Owner of (Casting unit)))] [/COLOR]Equal to False
            Then - Actions
                Unit - Order (Casting unit) to Stop
                Do nothing
            Else - Actions
                -------- Sniper Rifle --------
                Set CastingUnit = (Position of (Casting unit))
                Set ShootAngle = (Facing of (Casting unit))
                Unit - Create 1 Sniper Bullet for (Owner of (Casting unit)) at CastingUnit facing ShootAngle degrees
                Unit Group - Add (Last created unit) to Bullets
                Player - Add -1 to (Owner of (Casting unit)) Food used
                Custom script:      call RemoveLocation (udg_CastingUnit)
                Unit Group - Add (Casting unit) to Recoiled
                Camera - Shake the camera for (Owner of (Casting unit)) with magnitude 1.00

That has nothing to do with why it isn't working. Unless he didn't make triggers to deal with them. I forgot how the trigger works, since I haven't looked at it in ages, but look at how you set it up. Look at it closely and see if it will really work for all players the way you set it up. If that doesn't work, I might look at the trigger and tell you what you should've done.
 
Heres the link, if its ok to link a download from another site

http://www.filesend.net/download.php?f=20ebeb6bceeef89d0629c2a1504acd44

It takes 10 seconds to start the download.



ew, thats my map from a long time ago... while the filter was multiplayable it wasnt functionable. I had completed a working multiplayer one that was completely totally revamped from scratch but I had bought a new PC and im not sure if I still have it around anymore. Lemme look and see if I have any versions at all left over, complete or not I might be able to fix this for you.

Found an older version of the revamped one I never finished Ill put it up as soon as I can get it narrowed down to 400kb.
 
Heres the link, if its ok to link a download from another site

http://www.filesend.net/download.php?f=20ebeb6bceeef89d0629c2a1504acd44

It takes 10 seconds to start the download.



ew, thats my map from a long time ago... while the filter was multiplayable it wasnt functionable. I had completed a working multiplayer one that was completely totally revamped from scratch but I had bought a new PC and im not sure if I still have it around anymore. Lemme look and see if I have any versions at all left over, complete or not I might be able to fix this for you.

Found an older version of the revamped one I never finished Ill put it up as soon as I can get it narrowed down to 400kb.


Ok i have used that, but..

it gives me a compilation error in this line in the Trigger Bullet Move

Custom script: call MoveUnit(udg_Bullet,udg_Facing_Angle,udg_Distance)


At the final of the trigger..

EDIT: Founded :) it was on the custom script of the map o_O
 
is it doing it when u open the map unedited? Or when you are transfering triggers over to your map? If that is the case, you will have to copy and paste all the Jass scripts at the trigger selection where the name of the map is, if thats not the case Ill have a look at it when I get home.
 
Well, i tested it, and when we used zoom the game crash (Fatal ErroR)

here are the triggers..

Code:
Player Camera Copy
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in Left_Group_Scope and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) is in Scope_Camera) Equal to True
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Sensitivity[(Player number of (Picked player))] Greater than or equal to 3.00
                            Then - Actions
                                Set Sensitivity[(Player number of (Picked player))] = 3.00
                            Else - Actions
                                Set Sensitivity[(Player number of (Picked player))] = (Sensitivity[(Player number of (Picked player))] + 0.01)
                        Unit - Make Elite_Sniper[(Player number of (Picked player))] face ((Facing of Elite_Sniper[(Player number of (Picked player))]) + Sensitivity[(Player number of (Picked player))]) over 0.00 seconds
                    Else - Actions
        Player Group - Pick every player in Right_Group_Scope and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) is in Scope_Camera) Equal to True
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Sensitivity[(Player number of (Picked player))] Greater than or equal to -3.00
                            Then - Actions
                                Set Sensitivity[(Player number of (Picked player))] = (Sensitivity[(Player number of (Picked player))] - 0.01)
                            Else - Actions
                                Set Sensitivity[(Player number of (Picked player))] = -3.00
                        Unit - Make Elite_Sniper[(Player number of (Picked player))] face ((Facing of Elite_Sniper[(Player number of (Picked player))]) + Sensitivity[(Player number of (Picked player))]) over 0.00 seconds
                    Else - Actions
        Player Group - Pick every player in Normal_Camera and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Normal_Filter[(Player number of (Picked player))] Equal to False
                    Then - Actions
                        Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\White_mask.blp",  100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0 )
                        Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 225) 
                        Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                        Custom script:  endif
                        Set Normal_Filter[(Player number of (Picked player))] = True
                        Set Scope_Filter[(Player number of (Picked player))] = False
                        Set Dead_Filter[(Player number of (Picked player))] = False
                        Unit - Remove Shoot  from Elite_Sniper[(Player number of (Picked player))]
                        Unit - Add Knife  to Elite_Sniper[(Player number of (Picked player))]
                    Else - Actions
                Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
                Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) is in Left_Group_Normal) Equal to True
                    Then - Actions
                        Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) + 90.00) over 0.25 seconds
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked player) is in Right_Group_Normal) Equal to True
                            Then - Actions
                                Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) - 90.00) over 0.25 seconds
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Picked player) is in Down_Group_Normal) Equal to True
                                    Then - Actions
                                        Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) - 180.00) over 0.25 seconds
                                    Else - Actions
                                        Camera - Set (Picked player)'s camera Rotation to (Facing of Elite_Sniper[(Player number of (Picked player))]) over 0.25 seconds
                Camera - Set (Picked player)'s camera Angle of attack to 304.40 over 0.00 seconds
                Camera - Set (Picked player)'s camera Height Offset to 500.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Field of view to 120.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Distance to target to 500.00 over 0.00 seconds
                Custom script:    call RemoveLocation (udg_Pan_Position)
        Player Group - Pick every player in Scope_Camera and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Scope_Filter[(Player number of (Picked player))] Equal to False
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Or - Any (Conditions) are true
                                    Conditions
                                        (In-game time of day) Greater than 18.00
                                        (In-game time of day) Less than 6.00
                            Then - Actions
                                Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter Night.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )
                            Else - Actions
                                Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )
                        Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                        Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 0) 
                        Custom script:  endif
                        Set Scope_Filter[(Player number of (Picked player))] = True
                        Set Dead_Filter[(Player number of (Picked player))] = False
                        Set Normal_Filter[(Player number of (Picked player))] = False
                        Unit - Remove Knife  from Elite_Sniper[(Player number of (Picked player))]
                        Unit - Add Shoot  to Elite_Sniper[(Player number of (Picked player))]
                    Else - Actions
                Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
                Custom script: set udg_LocZ=GetLocationZ(udg_Pan_Position)
                Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
                Camera - Set (Picked player)'s camera Rotation to (Facing of Elite_Sniper[(Player number of (Picked player))]) over 0.05 seconds
                Camera - Set (Picked player)'s camera Angle of attack to 360.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Height Offset to (100.00 + LocZ) over 0.00 seconds
                Camera - Set (Picked player)'s camera Field of view to 20.00 over 0.01 seconds
                Camera - Set (Picked player)'s camera Distance to target to 0.00 over 0.00 seconds
                Custom script:    call RemoveLocation (udg_Pan_Position)
        Player Group - Pick every player in Dead_Camera and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Dead_Filter[(Player number of (Picked player))] Equal to False
                    Then - Actions
                        Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\DiagonalSlash_mask.blp",  100.0, 0.0, 0.0, 0.0, 100.0, 0.0, 0.0, 0.0 )
                        Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                        Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 0) 
                        Custom script:  endif
                        Set Dead_Filter[(Player number of (Picked player))] = True
                        Set Scope_Filter[(Player number of (Picked player))] = False
                        Set Normal_Filter[(Player number of (Picked player))] = False
                        Unit - Remove Shoot  from Elite_Sniper[(Player number of (Picked player))]
                        Unit - Add Knife  to Elite_Sniper[(Player number of (Picked player))]
                    Else - Actions
                Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
                Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
                Camera - Set (Picked player)'s camera Angle of attack to 45.00 over 1.00 seconds
                Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Height Offset to 50.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Field of view to 120.00 over 0.00 seconds
                Camera - Set (Picked player)'s camera Distance to target to 0.00 over 0.00 seconds
                Custom script:    call RemoveLocation (udg_Pan_Position)

Code:
Zoom
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Zoom 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Owner of (Casting unit)) is in Normal_Camera) Equal to True
            Then - Actions
                Unit - Set (Casting unit) movement speed to 0.00
                Player Group - Remove (Owner of (Casting unit)) from Normal_Camera
                Player Group - Add (Owner of (Casting unit)) to Scope_Camera
                Unit - Make (Casting unit) face ((Facing of (Casting unit)) + 0.00) over 0.00 seconds
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Owner of (Casting unit)) is in Scope_Camera) Equal to True
                    Then - Actions
                        Unit - Set (Casting unit) movement speed to (Default movement speed of (Casting unit))
                        Player Group - Remove (Owner of (Casting unit)) from Scope_Camera
                        Player Group - Add (Owner of (Casting unit)) to Normal_Camera
                    Else - Actions
                        Do nothing

Again i think that is a multiplayer thing..

i think that the error is between these>
Code:
Player Group - Pick every player in Normal_Camera and do (Actions)
    Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Normal_Filter[(Player number of (Picked player))] Equal to False
            Then - Actions
                Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\White_mask.blp",  100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0 )
                Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 225) 
                Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                Custom script:  endif
                Set Normal_Filter[(Player number of (Picked player))] = True
                Set Scope_Filter[(Player number of (Picked player))] = False
                Set Dead_Filter[(Player number of (Picked player))] = False
                Unit - Remove Shoot  from Elite_Sniper[(Player number of (Picked player))]
                Unit - Add Knife  to Elite_Sniper[(Player number of (Picked player))]
            Else - Actions
        Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
        Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Picked player) is in Left_Group_Normal) Equal to True
            Then - Actions
                Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) + 90.00) over 0.25 seconds
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) is in Right_Group_Normal) Equal to True
                    Then - Actions
                        Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) - 90.00) over 0.25 seconds
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked player) is in Down_Group_Normal) Equal to True
                            Then - Actions
                                Camera - Set (Picked player)'s camera Rotation to ((Facing of Elite_Sniper[(Player number of (Picked player))]) - 180.00) over 0.25 seconds
                            Else - Actions
                                Camera - Set (Picked player)'s camera Rotation to (Facing of Elite_Sniper[(Player number of (Picked player))]) over 0.25 seconds
        Camera - Set (Picked player)'s camera Angle of attack to 304.40 over 0.00 seconds
        Camera - Set (Picked player)'s camera Height Offset to 500.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Field of view to 120.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Distance to target to 500.00 over 0.00 seconds
        Custom script:    call RemoveLocation (udg_Pan_Position)

Code:
Player Group - Pick every player in Scope_Camera and do (Actions)
    Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Scope_Filter[(Player number of (Picked player))] Equal to False
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Or - Any (Conditions) are true
                            Conditions
                                (In-game time of day) Greater than 18.00
                                (In-game time of day) Less than 6.00
                    Then - Actions
                        Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter Night.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )
                    Else - Actions
                        Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )
                Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 0) 
                Custom script:  endif
                Set Scope_Filter[(Player number of (Picked player))] = True
                Set Dead_Filter[(Player number of (Picked player))] = False
                Set Normal_Filter[(Player number of (Picked player))] = False
                Unit - Remove Knife  from Elite_Sniper[(Player number of (Picked player))]
                Unit - Add Shoot  to Elite_Sniper[(Player number of (Picked player))]
            Else - Actions
        Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
        Custom script: set udg_LocZ=GetLocationZ(udg_Pan_Position)
        Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
        Camera - Set (Picked player)'s camera Rotation to (Facing of Elite_Sniper[(Player number of (Picked player))]) over 0.05 seconds
        Camera - Set (Picked player)'s camera Angle of attack to 360.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Height Offset to (100.00 + LocZ) over 0.00 seconds
        Camera - Set (Picked player)'s camera Field of view to 20.00 over 0.01 seconds
        Camera - Set (Picked player)'s camera Distance to target to 0.00 over 0.00 seconds
        Custom script:    call RemoveLocation (udg_Pan_Position)

Code:
Player Group - Pick every player in Dead_Camera and do (Actions)
    Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Dead_Filter[(Player number of (Picked player))] Equal to False
            Then - Actions
                Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\DiagonalSlash_mask.blp",  100.0, 0.0, 0.0, 0.0, 100.0, 0.0, 0.0, 0.0 )
                Custom script:  if GetLocalPlayer() == GetEnumPlayer() then 
                Custom script:  call SetUnitVertexColor(udg_Elite_Sniper[GetConvertedPlayerId(GetEnumPlayer())], 255, 255, 255, 0) 
                Custom script:  endif
                Set Dead_Filter[(Player number of (Picked player))] = True
                Set Scope_Filter[(Player number of (Picked player))] = False
                Set Normal_Filter[(Player number of (Picked player))] = False
                Unit - Remove Shoot  from Elite_Sniper[(Player number of (Picked player))]
                Unit - Add Knife  to Elite_Sniper[(Player number of (Picked player))]
            Else - Actions
        Set Pan_Position = (Position of Elite_Sniper[(Player number of (Picked player))])
        Camera - Lock camera target for (Picked player) to Elite_Sniper[(Player number of (Picked player))], offset by (0.00, 0.00) using The unit's rotation
        Camera - Set (Picked player)'s camera Angle of attack to 45.00 over 1.00 seconds
        Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Height Offset to 50.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Field of view to 120.00 over 0.00 seconds
        Camera - Set (Picked player)'s camera Distance to target to 0.00 over 0.00 seconds
        Custom script:    call RemoveLocation (udg_Pan_Position)
 
remove this from the first table of code you pasted:

Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                Or - Any (Conditions) are true
                                    Conditions
                                        (In-game time of day) Greater than 18.00
                                        (In-game time of day) Less than 6.00
                            Then - Actions
                                Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter Night.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )

And put this code thats in the else action to the then action of where you just removed the above:
Code:
Custom script: call CinematicFilterGenericForPlayer( GetEnumPlayer(), 1.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Scope Filter.blp",  100.0, 100.0, 100.0, 0.0, 100.0, 100.0, 100.0, 0.0 )

Also in the same thing on the fourth table you pasted. If you still have trouble ill reopen the map and look at it. It is a real mess the way it is now.

That will take out the night vision version at night as I forgot that I had removed the filter from the map for size. That should fix it. The last table of code is just when you die it makes the screen red and u fall backwards to the ground like your dead so that trigger isnt doing anything to effect fatal error. Im pretty sure its just the night vision script trying to use an unexistant filter.
 
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