- Joined
- Sep 28, 2016
- Messages
- 47
Hi all,
As hard as I try, I can't find the problem. I think it's a desync. It happens to player 2 right after player 2 gets the message: "Play Town Music Now." which is in the 2nd trigger below.
EDIT: By the way - You start the map in that town region, so the music starts playing. It crashes when I do nothing but wait. I stay exactly still inside that region.
As hard as I try, I can't find the problem. I think it's a desync. It happens to player 2 right after player 2 gets the message: "Play Town Music Now." which is in the 2nd trigger below.
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MUSIC Check Region CC
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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-------- Town --------
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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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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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(HEROES[(Integer A)] belongs to an ally of Player 5 (Yellow)) Equal to True
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(CCTownRegion <gen> contains HEROES[(Integer A)]) Equal to True
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(HEROES[(Integer A)] is alive) Equal to True
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-
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And - All (Conditions) are true
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Conditions
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(HEROES[(Integer A)] belongs to an ally of Player 10 (Light Blue)) Equal to True
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(RRTownRegion <gen> contains HEROES[(Integer A)]) Equal to True
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(HEROES[(Integer A)] is alive) Equal to True
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-
-
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Then - 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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MUSIC_TownPlaying[(Integer A)] Equal to False
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Then - Actions
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Set MUSIC_TownPlaying[(Integer A)] = True
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Set GENERIC_CreatePoint = (Center of RGD TankSpawn <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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(MUSIC_DummyUnit[(Integer A)] is alive) Equal to True
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Then - Actions
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Unit - Kill MUSIC_DummyUnit[(Integer A)]
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Else - Actions
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Unit - Create 1 MUSICDUMMY Town (Copy this blank dummy for any purpose) for (Player((Integer A))) at GENERIC_CreatePoint facing Default building facing degrees
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-------- 138 seconds is the length of music track, +2.25 for wait change. --------
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Unit - Add a 140.25 second Generic expiration timer to (Last created unit)
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Set MUSIC_DummyUnit[(Integer A)] = (Last created unit)
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Custom script: call RemoveLocation (udg_GENERIC_CreatePoint)
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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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MUSIC_CustomValue Less than 100
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Then - Actions
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Set MUSIC_CustomValue = (MUSIC_CustomValue + 1)
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Else - Actions
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Set MUSIC_CustomValue = 1
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Game - Display to (All players matching ((Matching player) Equal to (Player((Integer A))))) the text: (Custom value is: + (String(MUSIC_CustomValue)))
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Unit - Set the custom value of (Last created unit) to MUSIC_CustomValue
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Set MUSIC_WaitCount[MUSIC_CustomValue] = 0.00
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Unit Group - Add (Last created unit) to MUSIC_UnitGroup
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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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(HEROES[(Integer A)] belongs to an ally of Player 5 (Yellow)) Equal to True
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Then - Actions
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Set GENERIC_SoundForPlayer = (Player((Integer A)))
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Custom script: if GetLocalPlayer() == udg_GENERIC_SoundForPlayer then
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Custom script: call CinematicFilterGenericBJ( 0.50, BLEND_MODE_BLEND, "TownCC.blp", 0.00, 0.00, 0.00, 100, 100.00, 100.00, 100.00, 0 )
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Custom script: endif
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Else - Actions
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Else - Actions
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-
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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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(Unit-type of MUSIC_DummyUnit[(Integer A)]) Equal to MUSICDUMMY Town (Copy this blank dummy for any purpose)
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Then - Actions
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Unit - Kill MUSIC_DummyUnit[(Integer A)]
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Else - Actions
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MUSIC Periodic Wait
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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(MUSIC_UnitGroup is empty) Equal to False
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Actions
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Unit Group - Pick every unit in MUSIC_UnitGroup and do (Actions)
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Loop - Actions
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Set MUSIC_PlayerTemp = (Owner of (Picked unit))
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Set MUSIC_PlayerHeroTemp = HEROES[(Player number of (Owner of (Picked unit)))]
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Set MUSIC_PlayerNumberTemp = (Player number of (Owner of (Picked unit)))
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Set MUSIC_TempInt = (Custom value of (Picked unit))
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Set MUSIC_WaitCount[MUSIC_TempInt] = (MUSIC_WaitCount[MUSIC_TempInt] + 2.00)
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-------- Town --------
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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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MUSIC_WaitCount[MUSIC_TempInt] Equal to 4.00
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(Unit-type of (Picked unit)) Equal to MUSICDUMMY Town (Copy this blank dummy for any purpose)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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(HEROES[MUSIC_PlayerNumberTemp] belongs to an ally of Player 5 (Yellow)) Equal to True
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(CCTownRegion <gen> contains HEROES[MUSIC_PlayerNumberTemp]) Equal to True
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(HEROES[MUSIC_PlayerNumberTemp] is alive) Equal to True
-
-
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And - All (Conditions) are true
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Conditions
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(HEROES[MUSIC_PlayerNumberTemp] belongs to an ally of Player 10 (Light Blue)) Equal to True
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(RRTownRegion <gen> contains HEROES[MUSIC_PlayerNumberTemp]) Equal to True
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(HEROES[MUSIC_PlayerNumberTemp] is alive) Equal to True
-
-
-
-
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Then - Actions
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Game - Display to (All players matching ((Matching player) Equal to (Owner of (Picked unit)))) the text: Play Town Music Now.
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Set GENERIC_SoundForPlayer = (Owner of (Picked unit))
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Custom script: if GetLocalPlayer() == udg_GENERIC_SoundForPlayer then
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Custom script: call VolumeGroupSetVolumeBJ( SOUND_VOLUMEGROUP_MUSIC, 80.00 )
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Custom script: call PlayMusic(gg_snd_MAINISLAND_TOWN__The_Scumm_Bar)
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Custom script: call CinematicFadeBJ( bj_CINEFADETYPE_FADEIN, 1.00, "TownCC.blp", 100.00, 100.00, 100.00, 0.00 )
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Custom script: endif
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Unit Group - Remove (Picked unit) from MUSIC_UnitGroup
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Else - Actions
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Game - Display to (All players matching ((Matching player) Equal to (Owner of (Picked unit)))) the text: Not actually in tow...
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Set GENERIC_SoundForPlayer = (Owner of (Picked unit))
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Custom script: if GetLocalPlayer() == udg_GENERIC_SoundForPlayer then
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Custom script: call CinematicFadeBJ( bj_CINEFADETYPE_FADEIN, 1.00, "TownCC.blp", 100.00, 100.00, 100.00, 0.00 )
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Custom script: endif
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Unit - Kill (Picked unit)
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Unit Group - Remove (Picked unit) from MUSIC_UnitGroup
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Else - Actions
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-
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EDIT: By the way - You start the map in that town region, so the music starts playing. It crashes when I do nothing but wait. I stay exactly still inside that region.
Last edited:



