| 06-03-2003, 12:58 AM | #1 |
I do not understand how waits work on multiplayer... They seem so much faster weather it be text messages, or cinematics... Now, I have a trigger. The success of this trigger depends on the success of a wait.. Okay, I'm making a dueling arena... Where 4 players fight in a small pit until last man standing... I make it so that the trigger is like this: Event: A unit owned by (Any player) dies Conditions: (Dying Unit) is a hero equal to (true) Actions: Wait for (X) seconds If ((Number of units in (Units in dueling pit matching (((Matching unit) is a hero equal to true))) equal to 1 then do (Run end duel trigger) else do nothing Okay, the problem is that I NEED that wait because it takes a few seconds for the dying unit to count as "no longer in the region" so that when there is only 1 hero left, the duel ends... The problem is that I don't want the wait to be too fast...otherwise, the duel will never end, and I don't want it to be too slow, because people get really impatient at waiting, especially when they are pissed off because they just lost a duel... So what do you guys recommend I do in this situation? Note: On single player, where the waits are not too fast, about 5 seconds is perfect for waiting. My map is 2-12 players btw, because I think waiting is determined by how many players are in the same game. |
| 06-03-2003, 01:23 AM | #2 |
This is a common problem. There is a bug that causes the time in a wait command to be devided by the number of player in the game on B-Net. Here is your fix... Create a intiger variable called Players Put this in your initalization trigger before any wait commands.. Set Players = (Number of slots currently cotrolled by a user) Synax may not be exact but you should be able to figure it out. For each wait command use... For each intiger A from (1 to Players)) (wait x.xx seconds) We are out of town atm and cannot open the editor to check syntax. If someone has the exact syntax could u post it for him? |
