- Joined
- Mar 2, 2010
- Messages
- 3,069
i dont believe so but you are welcome to check the map to make sure. (the best way to find issues is to open the map after all.)
Found it:
- Autocast
- Events
- Time - Every 0.08 seconds of game time
- Conditions
- Actions
- Set Temp_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Obelisk))
- Unit Group - Pick every unit in Temp_Group and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Mana of (Picked unit)) Equal to 10.00
- Then - Actions
- Wait 60.00 seconds
- Unit - Order (Picked unit) to Undead Obsidian Statue - Activate Spirit Touch
- Unit - Order (Picked unit) to Undead Obsidian Statue - Spirit Touch
- Else - Actions
- Custom script: call DestroyGroup (udg_Temp_Group)
Hes destroying a group that is (Playable map area)
That is not the issue
You can safely destroy a group, he is not destroying Playable map area.
Waits should not be used in unit group picks they do not work properly.
players can take control of other player`s blood forges by moving units within range but that doesnt always work, please help me out.
This will still be my best guess for the problem. Although I am not certain. Did the whole entire game close down for them, or did it just kick the player strait back to the "Local Area Network" area?...
The way you coded it could the the cause as there is a lot of instance-able action going on that some of the other players computers can't handle.
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for this one Improved Unit Comes in range of Blood Pool
first dont use entering unit instead use triggering unit.
next u should store unit type of triggering unit into an integer variable and compare it to that.
same with owner of triggering unit. store that into a variable.
u could also store triggering unit into a variable.
for ur conditions u can use one big conditions block rather than making many ITEs.
just use it like this.if u dont decide to do this then remove all of the ands in the conditions u dont need these.
- Or - Any (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
umm i hope ull see the thing u did wrong here.
if u didnt look at the integers u use.
- For each (Integer New_LoopB) from 1 to 10, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- New_LoopB Not equal to 9
- (Unit-type of (Triggering unit)) Not equal to Basal Golem created from blood forge
- (Owner of New_FountainOwners[New_LoopA]) Equal to (Owner of (Triggering unit))
also u use triggering unit 3 times so u should store it into a variable and use that.