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[Solved] Bug multiboard

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Hello world,

What are the real chances of
  • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
To cause a bug in a multiboard?

I usually do not create the triggers on the map itself, I create a demo map and create what I need. In the demo map is working normally, now I go to the map where I will use it and it just stays that way
Bug my Multiboard..png
(This in my map)
I tested it, took the command from the multiboard from inside it and put it inside the "for each" and running normally. For some reason the pick every player is bugging and not letting column 1 appear.

Has any "picked every player" done previously can cause bug in others?
She should be like this, complete.
This.png
(This in Demo map)
Does anyone know why this happens?

EDIT:
I put the "Pick every player" at the top of the trigger code, after I create the multiboard and this happens
Bug my Multiboard..png

It's showing row 2 and 8, but it still does not get the name of the players. (I have not modified anything is identical to the demo map (which works perfectly))

Thanks advanded!
 
Last edited:

Dr Super Good

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Level 65
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Jan 18, 2005
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27,290
Player Group - Pick every player in (All players) and do (Actions)
You must be accidently destroying the all players force (player group) in some other trigger in your map.

As one can see from how it works...
JASS:
function GetPlayersAll takes nothing returns force
    return bj_FORCE_ALL_PLAYERS
endfunction
It returns a constant object with each call. If that object were to be destroyed then the function will no longer work. In other words, never use the DestroyForce function on the force required by GetPlayersAll (GUI "All players"). It is also a good idea to not remove players from that force.
 
Level 4
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Weird.
i set variable for using player group
  • Set MDA_PlayerGroup[1] = (All allies of Player 1 (Red))
But nothing happens. Remains with the same bug.

I looked at all the other triggers on the map, none of them have "player group - remove player" or ".. - clear"
Too used your vJass for see. //(If this was wrong, sorry, I don't know vJass)
But nothing too.

I'm assuming the map is buggy, because there are some things in Object Editor that are not working the way they should. (How to set the gold given by the unit as soon as it dies)

OFF: By the way, I've saved in favorites an extensive tutorial on jass here from the site. I intend to read and practice when possible.

EDIT
Look at that.
Bug my Multiboard..png

The icons appear (not the way they should), but the names do not.
 
Last edited:

Dr Super Good

Spell Reviewer
Level 65
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Messages
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Too used your vJass for see. //(If this was wrong, sorry, I don't know vJass)
Post your buggy vJASS trigger maybe?
I'm assuming the map is buggy, because there are some things in Object Editor that are not working the way they should. (How to set the gold given by the unit as soon as it dies)
Object editor should not interfere with the operation of triggers.

I recommend posting both the demonstration map (where it works) and your map (where it does not work). If you are uncomfortable with the maps being made public then feel free to upload them to the Pastebin and then Private Message me (or anyone else offering to help you) the links. Without hands on access to the maps the cause of the problem is near impossible to diagnose.
 
Level 4
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Messages
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Post your buggy vJASS trigger maybe?
I use your code
vJASS:
function GetPlayersAll takes nothing returns force
    return bj_FORCE_ALL_PLAYERS
endfunction

Object editor should not interfere with the operation of triggers.
I know. But the definition of gold when it dies of each unit and if the hero's life heals only in the day or at night, is also not working properly.

Ok, no problem, i make one pastebin and send link for you!
Ths for helping!
 

Dr Super Good

Spell Reviewer
Level 65
Joined
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Messages
27,290
I use your code
What does it have to do with vJASS? I posted the JASS listing used by the GUI function for "all players".

EDIT:
The problem is caused by the GUI multiboard actions using row or column values of 0 to represent a "fill" operation. A row value of 0 will apply the action to all rows in a column while a column value of 0 will apply the operation to all columns in a row. If both are 0 then all items in the multiboard will be processed.

The reason it was breaking was because all players literally means all players but he only assigned row values for 10 of those players. The non assigned players were using a default row value of 0, hence filling the board with garbage.
 
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Level 4
Joined
Jun 23, 2017
Messages
74
Well, i modificate in "Players Properties" for 10 players.
Not need the "computer" i set alliance for they.
SOLVED multiboard.png Now Worked!

Thanks for help bro!
 
Level 4
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You could also not use all players and instead only use active player slots in the valid range.
Sorry, I do not understand right.
You mean, just appear the players present in the game?
If yes, I did some testing, but I did not have much success, then I'll keep trying.
 
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