Solu9
You can change this now in User CP.
- Reaction score
- 216
Kinda odd title, but I didn't know what else to write.
I have these triggers:
I have changed "For each (Integer B) from 1 to 12, do (Actions)" to 12 instead of "count players in PlayerGroup_Players". I did this because I tried disabling player 1 and 2 in the editor to test if the trigger would still work. And when I did so, playing as teal (player 3) the camera trigger here did not work.
Note that in the first trigger is also says "For each (Integer A) from 1 to 12, do (Actions)" but WAS also "count players in PlayerGroup_Players".
PlayerGroup_Players get set another trigger concerning the multiboard. This happens before these triggers are run so that is not the problem.
The real questions here is. Did the camera trigger not work only because I disabled player 1 and 2 or was it because of the way I count the player in PlayerGroup_Players?
I personally thought the latter, and thats why I changed it to "For each (Integer A) from 1 to 12, do (Actions)" . But I'm in doubt and I don't want to change it further if it is not necessary.
Sorry for the long post.
I have these triggers:
Trigger:
- Second Setup
- Events
- Time - Elapsed game time is 5.00 seconds
- Conditions
- Actions
- Set Integer_Units = (Random integer number between 1 and 3)
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- Unit - Create 1 Wizard for (Player((Integer A))) at Point_CreateUnit facing Point_MidMap
- Selection - Select (Last created unit) for (Player((Integer A)))
- Camera - Lock camera target for (Owner of (Last created unit)) to (Last created unit), offset by (0.00, 0.00) using The unit's rotation
- Set Hero[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation (udg_Point_CreateUnit)
- Loop - Actions
- Countdown Timer - Start ThirdViewCam as a Repeating timer that will expire in 0.50 seconds
- Custom script: call RemoveLocation (udg_Point_MidMap)
- Game - Set the time of day to 12.00
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across (Playable map area)
- Visibility - Enable (Last created visibility modifier)
- Set VisMod_Default[(Integer A)] = (Last created visibility modifier)
- Loop - Actions
- Countdown Timer - Start Timer_GameTime as a One-shot timer that will expire in 300.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title Remaining Time:
- Trigger - Turn on Gameover <gen>
- Trigger - Turn on Play 3rd view cam Copy <gen>
- Events
Trigger:
- Play 3rd view cam Copy
- Events
- Time - ThirdViewCam expires
- Conditions
- Actions
- For each (Integer B) from 1 to 12, do (Actions)
- Loop - Actions
- Camera - Set (Player((Integer B)))'s camera Distance to target to 2200.00 over 1.00 seconds
- Camera - Set (Player((Integer B)))'s camera Angle of attack to 320.00 over 1.00 seconds
- Camera - Set (Player((Integer B)))'s camera Field of view to 5000.00 over 1.00 seconds
- Camera - Set (Player((Integer B)))'s camera Rotation to (Facing of Hero[(Integer B)]) over 1.00 seconds
- Camera - Set (Player((Integer B)))'s camera Height Offset to 500.00 over 0.50 seconds
- Camera - Set (Player((Integer B)))'s camera Far Z to 6000.00 over 0.50 seconds
- Loop - Actions
- For each (Integer B) from 1 to 12, do (Actions)
- Events
I have changed "For each (Integer B) from 1 to 12, do (Actions)" to 12 instead of "count players in PlayerGroup_Players". I did this because I tried disabling player 1 and 2 in the editor to test if the trigger would still work. And when I did so, playing as teal (player 3) the camera trigger here did not work.
Note that in the first trigger is also says "For each (Integer A) from 1 to 12, do (Actions)" but WAS also "count players in PlayerGroup_Players".
PlayerGroup_Players get set another trigger concerning the multiboard. This happens before these triggers are run so that is not the problem.
The real questions here is. Did the camera trigger not work only because I disabled player 1 and 2 or was it because of the way I count the player in PlayerGroup_Players?
I personally thought the latter, and thats why I changed it to "For each (Integer A) from 1 to 12, do (Actions)" . But I'm in doubt and I don't want to change it further if it is not necessary.
Sorry for the long post.