| 04-20-2003, 09:56 PM | #1 |
Just wondering, if i do this: Code:
set i = 1
loop
exitwhen i > 30
// Do something...
call TriggerSleepAction ( 1.00 )
set i = i + 1
endloopNow, will this cause wait errors, if ran with 2 or more players in the game, even if that is the only wait in that trigger? I know you can only have 1 wait per trigger, but I don't know if that would violate the 1 wait per trigger limit. |
| 04-21-2003, 08:51 PM | #2 |
Im not dead sure, but as far as i can see, it shouldnt cause any problems. If it does cause problems, then try different things. But right now it seems fine. |
| 04-21-2003, 09:04 PM | #3 |
usually to fix the wait bug on B.net i just start new triggers, each with it's own wait function and continuing the required actions. I use the GUI to program If there is an easy away around the wait bug, a patch possibly, with no risk of corrupting my maps, i would like to hear about it. |
| 04-21-2003, 09:17 PM | #4 |
actauly this is 1 way to bypass the "wait" bug. Looping the wait once for each player is how you are suppsoed to do it, and only one wait loop per trigger. Best thing to do is run a loop every few seconds (5-10 seconds is good) and do the following: clear a player group loop if player (integer) slot stats = is playing then add player to player group endif counter + 1 endloop set integer varible = to count # of players in playergroup then for the waits: loop exitwhen 1 > integer variable of the number of active players in the map then wait (whatever) endloop thats the way to do it using loops |
| 04-21-2003, 09:48 PM | #5 |
Well thanks, atleast now I can continue working on my map ...It would really help to have a 2nd computer hooked up to a LAN to test maps, rather than asking simple questions like this one. |
| 04-21-2003, 11:17 PM | #6 |
anyone know where i can get a program that will patch this bug without screwing up my map? I program using the GUI, so these loops i probably can't do. I really need a program! |
| 04-21-2003, 11:49 PM | #7 |
it works with GUI also, just follow the above steps using the GUI commands and for the loop, for each integer a 1 to NumP do wait (x.xx) in replace of any waits, just remember you can only have 1 wait per trigger so just split cinematics into multiple triggers |
| 04-22-2003, 12:37 AM | #8 |
Even if you have only one wait per trigger, that wait is still divided by the players? It never did this on my MDM Hero Arena map, and i had one wait per trigger in it. |
| 04-22-2003, 12:52 AM | #9 |
No, as long as you only have one wait per trigger it will work normally, but I have no idea why though. The reason I asked the question was because I was 'calling' it more than once, but it was in a loop, so I still only had 1 wait in that trigger. |
