- Joined
- Nov 25, 2008
- Messages
- 1,309
This camera system shouldn't work when there is only one player in the game.
Anyways, he's the trigger, well 2 triggers that are involved:
+rep to the one that can find the error.
Anyways, he's the trigger, well 2 triggers that are involved:
-
Init Trigger1
-

Events
-

Conditions
-

Actions
-


Set NumPlayers = 0
-


Destructible - Pick every destructible in (Playable map area) and do (Actions)
-



Loop - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






(Destructible-type of (Picked destructible)) Not equal to Barricade
-
-





Then - Actions
-






Destructible - Make (Picked destructible) Invulnerable
-
-





Else - Actions
-
-
-
-


Player Group - Pick every player in (All players) and do (Actions)
-



Loop - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






((Picked player) controller) Equal to User
-






((Picked player) slot status) Equal to Is playing
-
-





Then - Actions
-






Game - Display to (All players) the text: (String(NumPlayers))
-






Set NumPlayers = (NumPlayers + 1)
-






Game - Display to (All players) the text: (String(NumPlayers))
-






Set TempInt = (Player number of (Picked player))
-






Set Kills[TempInt] = 0
-






Set bPlayerDead[TempInt] = False
-






Set CamObjects[TempInt] = (Random unit from (Units owned by (Picked player) of type Soul))
-






Player Group - Add (Picked player) to Players
-






Leaderboard - Add (Picked player) to KillBoard with label (Name of (Picked player)) and value 0
-






Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across MenuVisibility <gen>
-
-





Else - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








(Picked player) Not equal to Player 12 (Brown)
-








(Picked player) Not equal to Neutral Hostile
-








(Picked player) Not equal to Neutral Passive
-
-







Then - Actions
-








Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Unit - Remove (Picked unit) from the game)
-
-







Else - Actions
-
-
-
-
-
-


Player Group - Pick every player in Players and do (Actions)
-



Loop - Actions
-




Player Group - Make (Player group((Picked player))) treat Players as an Ally with shared vision
-




Player Group - Make Players treat (Player group((Picked player))) as an Ally with shared vision
-
-
-


Game - Set Lock alliance settings to On
-


Game - Set Lock resource trading to Off
-


Player - Turn Gives bounty On for Player 12 (Brown)
-
-
-
Camera System
-

Events
-


Time - Every 1.00 seconds of game time
-
-

Conditions
-


NumPlayers Not equal to 1
-
-

Actions
-


Game - Display to (All players) the text: CAMERA
-


Game - Display to (All players) the text: (String(NumPlayers))
-


Player Group - Pick every player in Players and do (Actions)
-



Loop - Actions
-




Set TempInt = (Player number of (Picked player))
-




Hero - Make (Picked player) Heroes gain 30.00% experience from future kills
-




Camera - Apply CamStart1 <gen> for (Picked player) over 1.00 seconds
-




Camera - Lock camera target for (Picked player) to CamObjects[TempInt], offset by (0.00, 0.00) using Default rotation
-




Camera - Set (Picked player)'s camera Distance to target to (Distance to target of CamStart1 <gen>) over 1.00 seconds
-




Camera - Set (Picked player)'s camera Angle of attack to (Angle of attack of CamStart1 <gen>) over 1.00 seconds
-




Camera - Set (Picked player)'s camera Roll to (Roll of CamStart1 <gen>) over 1.00 seconds
-




Camera - Set (Picked player)'s camera Rotation to (Rotation of CamStart1 <gen>) over 1.00 seconds
-
-
-
-
+rep to the one that can find the error.




