So can anybody see what is wrong with my triggers please?
The first trigger runs when a unit enters a region. This begins the next map. It works, the current map ends and a new map is loaded. The second trigger is what stores all the game cache.
This next trigger is inside the second map. I originally had "Map Initialization" and changed it to elapsed time because it wasn't working. For some reason, my heroes arn't being created. Also, the first time I played the map, I get a "waiting for Host" error message. Some kind of desync? Btw, this is a single player campaign, how did I manage a desync???
PartyOrder[2], PartyOrder[3] and PartyOrder[4] all return null because I haven't set them yet, however PartyOrder[1] has been assigned a unit.
The first trigger runs when a unit enters a region. This begins the next map. It works, the current map ends and a new map is loaded. The second trigger is what stores all the game cache.
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Cave Gate Entrance
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Events
- Unit - A unit enters Cave Entrance Gate <gen>
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Conditions
- (Triggering unit) Equal to Party_Order[1]
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Actions
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Unit Group - Pick every unit in Party_Group and do (Actions)
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Loop - Actions
- Unit - Pause (Picked unit)
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Loop - Actions
- Set MusicVolume = 100.00
- Trigger - Run Store Game Cache <gen> (ignoring conditions)
- Trigger - Turn off Count Distance <gen>
- Trigger - Turn on Sound Fade out <gen>
- Cinematic - Fade out over 2.50 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
- Wait until (MusicVolume Equal to 0.00), checking every 0.10 seconds
- Game - Set the next level to Gate's Cave.w3x
- Game - Victory Player 1 (Red) (Skip dialogs, Skip scores)
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Unit Group - Pick every unit in Party_Group and do (Actions)
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Events
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Store Game Cache
- Events
- Conditions
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Actions
- -------- ------------- --------
- -------- Resources --------
- -------- ------------- --------
- Set Cache_Gold = (Player 1 (Red) Current gold)
- Game Cache - Store Cache_Gold as Gold of Resources in Cache
- Set Cache_Lumber = (Player 1 (Red) Current lumber)
- Game Cache - Store Cache_Lumber as Lumber of Resources in Cache
- -------- ------------- --------
- -------- Party --------
- -------- ------------- --------
- Game Cache - Store Party_Order[1] as 1 of Party in Cache
- Game Cache - Store Party_Order[2] as 2 of Party in Cache
- Game Cache - Store Party_Order[3] as 3 of Party in Cache
- Game Cache - Store Party_Order[4] as 4 of Party in Cache
- Game Cache - Save Cache
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Init
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Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
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Actions
- Set BabarukusTail[1] = Babaruku Tail 0007 <gen>
- Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
- -------- ---------- --------
- -------- Game Cache Recall --------
- -------- ---------- --------
- Game Cache - Create a game cache from Cache.w3v
- Set Cache = (Last created game cache)
- Set Cache_Gold = (Load Gold of Resources from Cache)
- Player - Set Player 1 (Red) Current gold to Cache_Gold
- Set Cache_Lumber = (Load Lumber of Resources from Cache)
- Player - Set Player 1 (Red) Current lumber to Cache_Gold
- Trigger - Turn off Cave Gate Entrance <gen>
- Game Cache - Restore 1 of Party from Cache for Player 1 (Red) at (Center of Cave Gate Exit <gen>) facing 90.00
- Set Party_Order[1] = (Last created unit)
- Game Cache - Restore 2 of Party from Cache for Player 1 (Red) at (Center of Cave Gate Exit <gen>) facing 90.00
- Set Party_Order[2] = (Last created unit)
- Game Cache - Restore 3 of Party from Cache for Player 1 (Red) at (Center of Cave Gate Exit <gen>) facing 90.00
- Set Party_Order[3] = (Last created unit)
- Game Cache - Restore 4 of Party from Cache for Player 1 (Red) at (Center of Cave Gate Exit <gen>) facing 90.00
- Set Party_Order[4] = (Last created unit)
- Trigger - Run Follow The Leader <gen> (checking conditions)
- Wait 0.01 seconds
- Trigger - Turn on Cave Gate Entrance <gen>
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Events
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