- Joined
- Dec 16, 2017
- Messages
- 418
Hello guys, for some reason my arena system stopped working in my map, and i can't find the reason why,because i haven't changed anything, or using the duel variables somewhere else..
So, my arena system starts when the last boss of the map is killed(i have a hero defense type map) and a little cinematic starts, where boss takes the killing blow from player 1,and after that all players from 1 to 5 argue about "leading the group" and they set up in a last duel where every player is enemy with the other players, when the hero dies, he is removed from the game and a counting shows up (each time after a hero dies) that says how many heroes remained alive, when the number of heroes alive is 1, a little cinematic starts for all players featuring the remained alive hero and then the map ends. But for some reason, the arena group formed by the players heroes, doesn't get recognized by the counting trigger and always shows 0 heroes alive, even if there are 5 or 1..and i tried to do more things, but didn't fixed it yet so i am out of ideas..if someone may know, thanks !
I mention that i use 1.28.5 patch of Wc3
This is the trigger that runs the ending of the cinematic and beginning of the duel
So, my arena system starts when the last boss of the map is killed(i have a hero defense type map) and a little cinematic starts, where boss takes the killing blow from player 1,and after that all players from 1 to 5 argue about "leading the group" and they set up in a last duel where every player is enemy with the other players, when the hero dies, he is removed from the game and a counting shows up (each time after a hero dies) that says how many heroes remained alive, when the number of heroes alive is 1, a little cinematic starts for all players featuring the remained alive hero and then the map ends. But for some reason, the arena group formed by the players heroes, doesn't get recognized by the counting trigger and always shows 0 heroes alive, even if there are 5 or 1..and i tried to do more things, but didn't fixed it yet so i am out of ideas..if someone may know, thanks !
I mention that i use 1.28.5 patch of Wc3
This is the trigger that runs the ending of the cinematic and beginning of the duel
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Victory Cutscene P3
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Events
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Unit - A unit owned by Player 11 (Dark Green) Is attacked
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Conditions
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(Attacked unit) Equal to GuardianofHyajl
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Actions
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Unit - Kill GuardianofHyajl
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Killing unit) Equal to PlayerRedHero
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Then - Actions
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Unit - Make (Killing unit) face 45.00 over 1.00 seconds
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Cinematic - Send transmission to (All players) from PlayerRedHero named ((Name of Player 1 (Red)) + (, the + (Name of PlayerRedHero))): Play No sound and display With him dead, we c.... Modify duration: Set to 6.00 seconds and Wait
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Else - Actions
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Unit - Make (Killing unit) face 90.00 over 1.00 seconds
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Cinematic - Send transmission to (All players) from PlayerYellowHero named ((Name of Player 5 (Yellow)) + (, the + (Name of PlayerYellowHero))): Play No sound and display With him dead, we c.... Modify duration: Set to 6.00 seconds and Wait
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Unit - Make PlayerPurpleHero face PlayerBlueHero over 0.50 seconds
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Unit - Make PlayerRedHero face PlayerBlueHero over 0.50 seconds
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Unit - Make PlayerTealHero face PlayerBlueHero over 0.50 seconds
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Unit - Make PlayerYellowHero face PlayerBlueHero over 0.50 seconds
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Cinematic - Send transmission to (All players) from PlayerBlueHero named ((Name of Player 2 (Blue)) + (, the + (Name of PlayerBlueHero))): Play No sound and display Together? I thought.... Modify duration: Set to 7.00 seconds and Wait
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Unit - Make PlayerBlueHero face PlayerPurpleHero over 0.50 seconds
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Unit - Make PlayerRedHero face PlayerPurpleHero over 0.50 seconds
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Unit - Make PlayerTealHero face PlayerPurpleHero over 0.50 seconds
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Unit - Make PlayerYellowHero face PlayerPurpleHero over 0.50 seconds
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Cinematic - Send transmission to (All players) from PlayerPurpleHero named ((Name of Player 4 (Purple)) + (, the + (Name of PlayerPurpleHero))): Play No sound and display You? Ha! No, we agr.... Modify duration: Set to 7.00 seconds and Wait
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Unit - Make PlayerBlueHero face PlayerTealHero over 0.50 seconds
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Unit - Make PlayerPurpleHero face PlayerTealHero over 0.50 seconds
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Unit - Make PlayerRedHero face PlayerTealHero over 0.50 seconds
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Unit - Make PlayerYellowHero face PlayerTealHero over 0.50 seconds
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Cinematic - Send transmission to (All players) from PlayerTealHero named ((Name of Player 3 (Teal)) + (, the + (Name of PlayerTealHero))): Play No sound and display Enough of this! Let.... Modify duration: Set to 7.00 seconds and Wait
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Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Trigger - Turn off Enter Pick Region <gen>
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Wait 2.00 seconds
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Unit - Move PlayerRedHero instantly to (Center of ArenaRedSpawn <gen>)
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Unit - Move PlayerBlueHero instantly to (Center of ArenaBlueSpawn <gen>)
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Unit - Move PlayerTealHero instantly to (Center of ArenaTealSpawn <gen>)
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Unit - Move PlayerPurpleHero instantly to (Center of ArenaPurpleSpawn <gen>)
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Unit - Move PlayerYellowHero instantly to (Center of ArenaYellowSpawn <gen>)
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Unit - Make PlayerBlueHero face 180.00 over 0.00 seconds
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Unit - Make PlayerPurpleHero face 90.00 over 0.00 seconds
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Unit - Make PlayerTealHero face 0.00 over 0.00 seconds
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Unit - Make PlayerRedHero face 270.00 over 0.00 seconds
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Unit - Make PlayerYellowHero face 90.00 over 0.00 seconds
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Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
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Camera - Reset camera for Player 2 (Blue) to standard game-view over 0.00 seconds
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Camera - Reset camera for Player 3 (Teal) to standard game-view over 0.00 seconds
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Camera - Reset camera for Player 4 (Purple) to standard game-view over 0.00 seconds
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Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0.00 seconds
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Camera - Pan camera for Player 1 (Red) to (Position of PlayerRedHero) over 0.10 seconds
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Camera - Pan camera for Player 2 (Blue) to (Position of PlayerBlueHero) over 0.10 seconds
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Camera - Pan camera for Player 3 (Teal) to (Position of PlayerTealHero) over 0.10 seconds
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Camera - Pan camera for Player 4 (Purple) to (Position of PlayerPurpleHero) over 0.10 seconds
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Camera - Pan camera for Player 5 (Yellow) to (Position of PlayerYellowHero) over 0.10 seconds
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Unit - Set life of PlayerBlueHero to 100.00%
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Unit - Set life of PlayerPurpleHero to 100.00%
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Unit - Set life of PlayerRedHero to 100.00%
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Unit - Set life of PlayerTealHero to 100.00%
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Unit - Set life of PlayerYellowHero to 100.00%
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Unit - Set mana of PlayerBlueHero to 100.00%
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Unit - Set mana of PlayerPurpleHero to 100.00%
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Unit - Set mana of PlayerRedHero to 100.00%
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Unit - Set mana of PlayerTealHero to 100.00%
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Unit - Set mana of PlayerYellowHero to 100.00%
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Sound - Play PursuitTheme <gen>
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Cinematic - Turn cinematic mode Off for (All players)
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Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 1.00 seconds
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Cinematic - Enable user control for (All players)
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Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
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Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
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Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy
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Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Enemy
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Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
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Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
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Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
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Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Enemy
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Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
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Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
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Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
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Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
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Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy
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Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
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Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Enemy
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Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Enemy
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Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
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Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Enemy
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Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Enemy
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Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
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Player - Make Player 7 (Green) treat Player 1 (Red) as an Enemy
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Player - Make Player 7 (Green) treat Player 2 (Blue) as an Enemy
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Player - Make Player 7 (Green) treat Player 3 (Teal) as an Enemy
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Player - Make Player 7 (Green) treat Player 4 (Purple) as an Enemy
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Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Enemy
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Unit Group - Add PlayerBlueHero to ArenaUnits
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Unit Group - Add PlayerPurpleHero to ArenaUnits
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Unit Group - Add PlayerRedHero to ArenaUnits
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Unit Group - Add PlayerTealHero to ArenaUnits
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Unit Group - Add PlayerYellowHero to ArenaUnits
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Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across TheGrove <gen>
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Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across TheGrove <gen>
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Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across TheGrove <gen>
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Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across TheGrove <gen>
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Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across TheGrove <gen>
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Unit - Create 1 Damage Tier Set Level 1 for Player 7 (Green) at (Center of RegionArenaDamage <gen>) facing Default building facing degrees
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Set Meteor1 = (Last created unit)
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Hero - Learn skill for Meteor1: Inferno (Level 1 Damage Tier Set)
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Unit - Create 1 Flamestrike for Player 7 (Green) at (Center of RegionArenaDamage <gen>) facing Default building facing degrees
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Set Flamestrike1 = (Last created unit)
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Hero - Learn skill for Flamestrike1: Flame Strike (Abyssius)
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Unit - Create 1 Flamestrike for Player 7 (Green) at (Center of RegionArenaDamage <gen>) facing Default building facing degrees
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Set Flamestrike2 = (Last created unit)
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Hero - Learn skill for Flamestrike2: Flame Strike (Abyssius)
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Trigger - Turn on Flamestrike <gen>
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Trigger - Turn on Inferno <gen>
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Unit Group - Pick every unit in ArenaUnits and do (Unit - Order (Picked unit) to Attack-Move To (Center of Origin <gen>))
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Trigger - Turn on Hero Die Arena <gen>
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Arena Victory
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Events
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Conditions
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Actions
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Wait 2.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in ArenaUnits) Equal to 1
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Then - Actions
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Trigger - Turn off Inferno <gen>
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Trigger - Turn off Flamestrike <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Killing unit)) Not equal to Flamestrike
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((Killing unit) is A Hero) Equal to True
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Then - Actions
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Set Winner = (Killing unit)
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Else - Actions
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Set Winner = (Random unit from ArenaUnits)
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Wait 2.00 seconds
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Unit - Order Winner to Stop
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Selection - Remove Winner from selection for (Owner of Winner)
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Cinematic - Disable user control for (All players)
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Cinematic - Turn cinematic mode On for (All players)
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Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
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Unit - Move Winner instantly to (Center of Origin <gen>)
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Unit - Make Winner face 270.00 over 0.00 seconds
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Sound - Play HeroicVictory <gen>
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Camera - Apply WCAM1 <gen> for Player 1 (Red) over 0.00 seconds
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Camera - Apply WCAM2 <gen> for Player 1 (Red) over 10.00 seconds
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Camera - Apply WCAM1 <gen> for Player 2 (Blue) over 0.00 seconds
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Camera - Apply WCAM2 <gen> for Player 2 (Blue) over 10.00 seconds
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Camera - Apply WCAM1 <gen> for Player 3 (Teal) over 0.00 seconds
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Camera - Apply WCAM2 <gen> for Player 3 (Teal) over 10.00 seconds
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Camera - Apply WCAM1 <gen> for Player 4 (Purple) over 0.00 seconds
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Camera - Apply WCAM2 <gen> for Player 4 (Purple) over 10.00 seconds
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Camera - Apply WCAM1 <gen> for Player 5 (Yellow) over 0.00 seconds
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Camera - Apply WCAM2 <gen> for Player 5 (Yellow) over 10.00 seconds
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Cinematic - Send transmission to (All players) from Winner named (Name of (Owner of Winner)): Play No sound and display The world is mine!. Modify duration: Set to 10.00 seconds and Wait
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Wait 1.00 seconds
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Game - Defeat Player 1 (Red) with the message: Game over!
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Game - Defeat Player 2 (Blue) with the message: Game over!
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Game - Defeat Player 3 (Teal) with the message: Game over!
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Game - Defeat Player 4 (Purple) with the message: Game over!
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Game - Defeat Player 5 (Yellow) with the message: Game over!
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Else - Actions
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Game - Display to (All players) the text: (Only + ((String((Number of units in ArenaUnits))) + heroes remaining!))
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Hero Die Arena
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Events
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Unit - A unit Dies
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Conditions
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((Dying unit) is A Hero) Equal to True
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Actions
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Sound - Play Herodeath <gen> at 100.00% volume, located at (Position of (Dying unit)) with Z offset 0.00
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Dying unit) is in ArenaUnits) Equal to True
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(Owner of (Killing unit)) Equal to Player 7 (Green)
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Then - Actions
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Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + was slain by natural forces!)
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Unit Group - Remove (Dying unit) from ArenaUnits
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Trigger - Run Arena Victory <gen> (ignoring conditions)
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Else - Actions
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Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has slain + ((Name of (Owner of (Dying unit))) + !)))
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Unit Group - Remove (Dying unit) from ArenaUnits
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Trigger - Run Arena Victory <gen> (ignoring conditions)
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Demon Hunter Havoc
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Events
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Unit - A unit enters RegionDemonHunterHavoc <gen>
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Conditions
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(Unit-type of (Entering unit)) Equal to Hero Chooser
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Actions
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Trigger - Turn off (This trigger)
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Trigger - Turn off Demon Hunter Tormentor <gen>
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Trigger - Turn off Demon Hunter Vengeance <gen>
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Special Effect - Create a special effect at (Position of (Entering unit)) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Unit - Remove (Entering unit) from the game
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Special Effect - Destroy (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Triggering unit)) Equal to Player 1 (Red)
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Then - Actions
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Set PlayerRedHeroPicked = True
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Set PlayerRedHeroType = |c00990099Demon Hunter HAVOC|r
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Unit - Create 1 |c00990099Demon Hunter HAVOC|r for Player 1 (Red) at (Center of RegionHeroSpawn <gen>) facing 90.00 degrees
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Set PlayerRedHero = (Last created unit)
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Camera - Pan camera for Player 1 (Red) to (Position of PlayerRedHero) over 0.20 seconds
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Special Effect - Create a special effect at (Position of PlayerRedHero) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Change ownership of Demon Hunter Class Hall 0208 <gen> to Player 1 (Red) and Change color
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Visibility - Destroy GroveVisRed
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Triggering unit)) Equal to Player 2 (Blue)
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Then - Actions
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Set PlayerBlueHeroPicked = True
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Set PlayerBlueHeroType = |c00990099Demon Hunter HAVOC|r
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Unit - Create 1 |c00990099Demon Hunter HAVOC|r for Player 2 (Blue) at (Center of RegionHeroSpawn <gen>) facing 90.00 degrees
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Set PlayerBlueHero = (Last created unit)
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Camera - Pan camera for Player 2 (Blue) to (Position of PlayerBlueHero) over 0.20 seconds
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Special Effect - Create a special effect at (Position of PlayerBlueHero) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Change ownership of Demon Hunter Class Hall 0208 <gen> to Player 2 (Blue) and Change color
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Visibility - Destroy GroveVisBlue
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Triggering unit)) Equal to Player 3 (Teal)
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Then - Actions
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Set PlayerTealHeroPicked = True
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Set PlayerTealHeroType = |c00990099Demon Hunter HAVOC|r
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Unit - Create 1 |c00990099Demon Hunter HAVOC|r for Player 3 (Teal) at (Center of RegionHeroSpawn <gen>) facing 90.00 degrees
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Set PlayerTealHero = (Last created unit)
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Camera - Pan camera for Player 3 (Teal) to (Position of PlayerBlueHero) over 0.20 seconds
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Special Effect - Create a special effect at (Position of PlayerTealHero) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Change ownership of Demon Hunter Class Hall 0208 <gen> to Player 3 (Teal) and Change color
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Visibility - Destroy GroveVisTeal
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Triggering unit)) Equal to Player 4 (Purple)
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Then - Actions
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Set PlayerPurpleHeroPicked = True
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Set PlayerPurpleHeroType = |c00990099Demon Hunter HAVOC|r
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Unit - Create 1 |c00990099Demon Hunter HAVOC|r for Player 4 (Purple) at (Center of RegionHeroSpawn <gen>) facing 90.00 degrees
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Set PlayerPurpleHero = (Last created unit)
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Camera - Pan camera for Player 4 (Purple) to (Position of PlayerPurpleHero) over 0.20 seconds
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Special Effect - Create a special effect at (Position of PlayerTealHero) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Change ownership of Demon Hunter Class Hall 0208 <gen> to Player 4 (Purple) and Change color
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Visibility - Destroy GroveVisPurple
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
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Then - Actions
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Set PlayerYellowHeroPicked = True
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Set PlayerYellowHeroType = |c00990099Demon Hunter HAVOC|r
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Unit - Create 1 |c00990099Demon Hunter HAVOC|r for Player 5 (Yellow) at (Center of RegionHeroSpawn <gen>) facing 90.00 degrees
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Set PlayerYellowHero = (Last created unit)
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Camera - Pan camera for Player 5 (Yellow) to (Position of PlayerPurpleHero) over 0.20 seconds
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Special Effect - Create a special effect at (Position of PlayerYellowHero) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Change ownership of Demon Hunter Class Hall 0208 <gen> to Player 5 (Yellow) and Change color
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Visibility - Destroy GroveVisYellow
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Else - Actions
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Do nothing
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Unit - Remove Circle of Power 0143 <gen> from the game
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Unit - Remove |c00990099Demon Hunter HAVOC|r 0209 <gen> from the game
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Game - Display to (All players) the text: ((|c00996600 + (Name of (Owner of (Entering unit)))) + (|r + ( |c0000cc00decided to conquer the legion forces with|r + (Name of (Last created unit)))))
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