Won't Test Map (Virtua) Problem

Rinpun

Ex TH Member
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Ok, it loads in editor and everything but when I hit test map and it loads the map, it starts up the game but suddenly quits with an error. I don't think my Map Initialization trigger is wrong:

Initialization
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Set DelbarackPoliceLeft = Policeman of Delbarack 0196 <gen>
Set DelbarackPoliceRight = Policeman of Delbarack 0214 <gen>
Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across NameCenter <gen>)
Unit Group - Pick every unit in (Units in ChooserPurge <gen> matching (((Picked unit) is A structure) Equal to True)) and do (Unit - Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (Camera - Apply MadeBy <gen> for (Picked player) over 0.00 seconds)
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Player Group - Pick every player in (Player group((Player((Integer A))))) and do (Camera - Apply MadeBy <gen> for (Player((Integer A))) over 0.00 seconds)
Wait 2.00 seconds
Camera - Reset camera for (Player((Integer A))) to standard game-view over 3.00 seconds
Camera - Pan camera for (Player((Integer A))) to (Center of ChooseYourAvatar <gen>) over 0.00 seconds
Unit - Create 1 Chooser for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: Made by XtremeLight...
Player - Make (Player((Integer A))) treat (Player((Integer A))) as an Ally
Player - Make (Player((Integer A))) treat Player 11 (Dark Green) as an Ally
Player - Make Player 11 (Dark Green) treat (Player((Integer A))) as an Ally
Player - Make (Player((Integer A))) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat (Player((Integer A))) as an Enemy
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: Voice: You are colo...
 
would setting it to .01 seconds instead of 0 have an affect maybe?
 
Doubtful but I'll try.
 
*Sigh*

Now it starts but it doesn't create the Chooser. I might as well look this all over. Thanks anyway.

Oh dagnabbit. I'm an IDIOT. The choosers don't spawn in the center of the map!

:D

*Kicks self repeatedly*

So thanks for solving the error that caused the game to instantly close.

*Another sigh*

Now it creates the Choosers stupidly. It creates one ONLY for dark green (player 11, computer, poses as the "Good side"). What the heck?
 
:/
 
It should ne noted that
matching (((Picked unit) is ...)
or
matching (((Picked player) is ...)

don't work as you think they do.

It should really be:
matching (((Matching unit) is ...)
or
matching (((Matching player) is ...)

Tests inside a "matching" condition, only work if the test is made on "matching <something>".


Also, I wouldn't do
Game - Display to (All players) for 10.00 seconds the text: Made by XtremeLight...
ten times in a row... once should do it :)


And, try to enclose triggers within [ code ] and [ /code ] (without the spaces)


HTH
AceHart
 
Thanks, but that doesn't seem to help my Chooser problem.
 
It'd probably be better to have them pre placed then remove them if a plaer is not present.
 
Oh ok, well I already have a command that removes everything in the spot out in 4 minutes, so I could do that.
 
You could also remake the trigger IF it's not to big or if it's part of a trigger, put it into it's own seperate trigger and it shold most likely fix the problem. That's what I did, and it worked just fine.
 
I just pre-placed all of the Choosers. It looks ok with my pattern, anyway :)

On a side note, I hope I don't bother anyone who has played or heard of my older version--I'm taking away the idea of opening things. It'll get crappy once people are level 100 and change sides--red can keep passages closed for the undead so he can't level up well whilst everyone else enjoys such. Or the opposite. With no air, you can't pass over the blockings, so Red can try to level up on the first half of the map and not worry about ever opening the fence until he's level 500 and everyone else is level 200--the leveling up would be incredibly inefficient when the monsters are weak.

So, everything is open--just don't wander too far or else you may find yourself dead and half of your inventory gone--which I believe works in my new revive triggers.

My main question now is how I can make it so that those players are actually allied. Last I checked, this trigger doesn't do ANYTHING except apply the camera object--it didn't even reset the camera. Some of this may have been fixed a while ago by me, though.
 
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