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Issue with visibility modifiers in Multiplayer?

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Level 3
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Jun 9, 2010
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I've played by myself in LAN and singleplayer, and the map works perfectly (concerning the visibility modifiers).

However, the second I get a friend to play with me, the visibility modifiers don't activate. I set a black mask over the tutorial area, then activate certain visibility modifiers as users reach a certain region in the tutorial. Like I said, it always worked for me in single player, and when I play by myself in LAN. Any reason why it wouldn't work in multiplayer?

Here's some examples:

NOTE: instead of "Fog of War" I had it before as "Black Mask" in the beginning of the first trigger. I don't know if that makes a difference, since it works when I'm by myself.

  • Tutorial Start
    • Events
      • Dialog - A dialog button is clicked for TutorialDialog
    • Conditions
      • (Clicked dialog button) Equal to TutorialButtons[0]
    • Actions
      • Set TutorialBoolean = True
      • Set DoneCommand = True
      • Set CurrentTutorialTrigger = (This trigger)
      • Game - Display to (All players) the text: Welcome to my game!...
      • Player Group - Pick every player in PlayerGroup and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Fog of war across Small Camera Bounds <gen>
          • Set Camera = Camera 002 <gen>
          • Camera - Apply Camera for (Picked player) over 0.20 seconds
          • Camera - Lock camera target for Player 1 (Red) to Acolyte 0003 <gen>, offset by (0.00, 0.00) using Default rotation
      • Wait 12.00 seconds
      • Cinematic - Clear the screen of text messages for (All players)
      • Game - Display to (All players) the text: When the enemies re...
      • Wait 12.00 seconds
      • Cinematic - Clear the screen of text messages for (All players)
      • Game - Display to (All players) the text: To build these towe...
      • Unit - Remove Acolyte 0003 <gen> from the game
      • Player Group - Pick every player in PlayerGroup and do (Actions)
        • Loop - Actions
          • Camera - Apply Camera for (Picked player) over 0.00 seconds
          • Set tmpPoint = (Center of Tutorial Start <gen>)
          • Unit - Create 1 Tower Defender for (Picked player) at tmpPoint facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_tmpPoint)
          • Unit - Make (Last created unit) Invulnerable
          • Unit - Pause (Last created unit)
          • Unit - Set the custom value of (Last created unit) to 0
      • Wait 12.00 seconds
      • Cinematic - Clear the screen of text messages for (All players)
      • Game - Display to (All players) the text: First, let's learn ...
      • Unit - Unpause all units
      • Wait 5.00 seconds
      • Cinematic - Clear the screen of text messages for (All players)
      • Game - Display to (All players) the text: Move the builder to...
      • Set Camera = Camera 003 <gen>
      • Player Group - Pick every player in PlayerGroup and do (Actions)
        • Loop - Actions
          • Camera - Apply Camera for (Picked player) over 0.20 seconds
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across First Movement Rect <gen>
Movement1
Events
Unit - A unit enters First Movement Rect <gen>
Conditions
(Custom value of (Entering unit)) Less than or equal to 0
Actions
Unit - Set the custom value of (Entering unit) to 1
Cinematic - Clear the screen of text messages for (Player group((Owner of (Entering unit))))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across Movement2 <gen>
Game - Display to (Player group((Owner of (Entering unit)))) the text: Continue to each wh...


Movement2
Events
Unit - A unit enters Movement2 <gen>
Conditions
(Custom value of (Entering unit)) Less than or equal to 1
Actions
Unit - Set the custom value of (Entering unit) to 2
Cinematic - Clear the screen of text messages for (Player group((Owner of (Entering unit))))
Visibility - Create an initially Enabled visibility modifier for (Owner of (Entering unit)) emitting Visibility across Movement3 <gen>
Game - Display to (Player group((Owner of (Entering unit)))) the text: Good! Two more.


And so on....it continues a few more times but it's really the same thing over and over again.

I'm gonna see how it runs without that initial fog of war/black mask action in the first trigger. If it works I'll let you guys know, and if it doesn't...well, I'll let you know as well. If you know what's going on, please, post below.
 
Last edited:
Level 20
Joined
Jul 14, 2011
Messages
3,213
Trigger1:Under "Pick every player" you make this mistake: " Camera - Lock camera target for Player 1 (Red) to Acolyte 0003 <gen>, offset by (0.00, 0.00) using Default rotation"

Trigger2: It leaks a lot of PlayerGroup.

Trigger3: Also leaks.
 
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