| 09-05-2010, 07:48 PM | #2 |
Is it possible that the values of the CurrentCamera or PlayersHero arrays are set incorrectly? Otherwise, I do not see what could be wrong. By the way, when doing the "pick every player in player group" action, don't do it for a player group that contains only one player, do it for a player group that contains all four players. That way, you don't need four copies of the code. |
| 09-05-2010, 09:50 PM | #3 |
fixed, re-made everything but thanks anyway! |
| 09-07-2010, 05:59 AM | #4 |
>> By the way, when doing the "pick every player in player group" action, don't do it for a player group that contains only one player, do it for a player group that contains all four players. That way, you don't need four copies of the code. Not only, but he is leaking four forces ("player groups") 100 times per second, ouch. nome, can you post what your current code looks like? I want to make sure you are not still causing thousands of memory leaks per minute. |
| 09-07-2010, 04:10 PM | #5 |
This one is runned first, when the hero is chosen, after it's created.. Trigger: Assassin H
![]() Set PlayersHero[(Player number of (Owner of (Last created unit)))] = (Last created unit)
![]() Player Group - Add (Owner of (Triggering unit)) to CameraGroup
![]() Trigger - Turn on Set Camera 1 <gen>
![]() Camera - Lock camera target for (Owner of (Last created unit)) to PlayersHero[(Player number of (Owner of (Last created unit)))], offset by (0.00, 0.00) using The unit's rotation
![]() Unit - Add classification of A peon-type unit to (Last created unit)
![]() -------- - --------
![]() If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Dialog - Show (Clicked dialog) for Player 1 (Red)) else do (Do nothing)
![]() If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Dialog - Show (Clicked dialog) for Player 2 (Blue)) else do (Do nothing) |
