- Joined
- Mar 27, 2019
- Messages
- 56
Hi there,
if I disable the Tutorial Trigger the Game no longer desyncs at the 30s - 60s mark.
Down below is every trigger related to the Tutorial Trigger.
I dont see a obvious reason for a desync, can anyone help me out here?
if I disable the Tutorial Trigger the Game no longer desyncs at the 30s - 60s mark.
Down below is every trigger related to the Tutorial Trigger.
I dont see a obvious reason for a desync, can anyone help me out here?
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Game l Tutorial
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Events
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Time - Elapsed game time is 5.00 seconds
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Conditions
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Actions
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Trigger - Turn on Unit l End Boss <gen>
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-------- - --------
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Neutral Building - Add |cffFFFFDELevel 1 Boss (Dummy) to all marketplaces with 0 in stock and a max stock of 1
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 13.32 seconds the text: |cffff9619» This i...
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Game - Display to (All players) for 13.32 seconds the text:
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Sound - Play Hint <gen>
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Unit - Unpause Player_Builder[(Integer A)]
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Selection - Select Player_Headquarter[(Integer A)] for (Player((Integer A)))
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Camera - Lock camera target for (Owner of Player_Headquarter[(Integer A)]) to Player_Headquarter[(Integer A)], offset by (0.00, 0.00) using Default rotation
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Wait 3.33 seconds
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 9.99 seconds the text: |cffff9619» This i...
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Game - Display to (All players) for 9.99 seconds the text:
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Sound - Play Hint <gen>
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Point = (Position of Player_Barrack[(Integer A)])
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Camera - Pan camera for (Player((Integer A))) to Temp_Point over 1.00 seconds
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Selection - Select Player_Barrack[(Integer A)] for (Player((Integer A)))
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Custom script: RemoveLocation(udg_Temp_Point)
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Wait 1.00 seconds
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Camera - Lock camera target for (Owner of Player_Barrack[(Integer A)]) to Player_Barrack[(Integer A)], offset by (0.00, 0.00) using Default rotation
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Wait 2.33 seconds
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 6.66 seconds the text: |cffff9619» This i...
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Game - Display to (All players) for 6.66 seconds the text:
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Sound - Play Hint <gen>
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Point = (Position of Player_Builder[(Integer A)])
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Camera - Pan camera for (Player((Integer A))) to Temp_Point over 1.00 seconds
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Selection - Select Player_Builder[(Integer A)] for (Player((Integer A)))
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Custom script: RemoveLocation(udg_Temp_Point)
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Wait 1.00 seconds
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Set VariableSet Temp_Group = (Units of type |cffFFFF00Void Aura)
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
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Unit - Unhide (Picked unit)
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Custom script: DestroyGroup(udg_Temp_Group)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Point = (Position of Player_Builder[(Integer A)])
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Set VariableSet Temp_Group = (Units within 1024.00 of Temp_Point matching ((((Matching unit) is A sapper) Equal to Wahr) and ((Matching unit) Not equal to Player_Builder[(Integer A)])).)
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - 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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((Owner of Player_Builder[(Integer A)]) slot status) Equal to Is playing
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((Owner of Player_Builder[(Integer A)]) slot status) Not equal to Has left the game
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Then - Actions
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Unit - Add Tower Range Indicator (Aura) to (Picked unit)
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Unit - Change ownership of (Picked unit) to (Owner of Player_Builder[(Integer A)]) and Change color
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Else - Actions
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Unit - Remove (Picked unit) from the game
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Custom script: RemoveLocation(udg_Temp_Point)
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Custom script: DestroyGroup(udg_Temp_Group)
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Camera - Lock camera target for (Owner of Player_Builder[(Integer A)]) to Player_Builder[(Integer A)], offset by (0.00, 0.00) using Default rotation
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Set VariableSet Temp_Group = (Units of type |cffFFFF00Void Aura)
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - 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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(Owner of (Picked unit)) Equal to Neutral Passive
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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Set VariableSet Temp_Point = (Position of (Picked unit))
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Special Effect - Create a special effect at Temp_Point using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
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Special Effect - Set Scale of (Last created special effect) to 1.25
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Special Effect - Set Position - Z of (Last created special effect) to ((Position - Z of (Picked unit)) + 128.00)
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Special Effect - Destroy (Last created special effect)
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Custom script: RemoveLocation(udg_Temp_Point)
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Custom script: DestroyGroup(udg_Temp_Group)
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Wait 2.33 seconds
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Countdown Timer - Start Game_Save_Timer as a Repeating timer that will expire in 60.00 seconds
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Leaderboard - Change the title of Game_Leaderboard to (Income in + (String(Game_Count)))
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 3.33 seconds the text: |cffff9619» The Ga...
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Game - Display to (All players) for 3.33 seconds the text:
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Sound - Play GameFound <gen>
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Countdown Timer - Start Game_Timer as a Repeating timer that will expire in 1.00 seconds
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - 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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(Player_Builder[(Integer A)] is alive) Equal to Wahr
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Then - Actions
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Unit - Set Player_Builder[(Integer A)] movement speed to 400.00
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Special Effect - Create a special effect attached to the origin of Player_Builder[(Integer A)] using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
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Special Effect - Set Scale of (Last created special effect) to 0.50
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Special Effect - Destroy (Last created special effect)
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Set VariableSet Temp_Point = (Position of Player_Builder[(Integer A)])
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Camera - Pan camera for (Owner of Player_Builder[(Integer A)]) to Temp_Point over 0.00 seconds
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Custom script: RemoveLocation(udg_Temp_Point)
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Else - Actions
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Neutral Building - Remove |cffFFFFDELevel 1 Boss (Dummy) from all marketplaces
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Neutral Building - Add |cffFFFFDELevel 1 Boss to all marketplaces with 0 in stock and a max stock of 1
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Unit l End Boss
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Events
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Unit - A unit enters (Entire map)
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Conditions
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(Unit-type of (Triggering unit)) Equal to |cff520808Bloodheaven
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Actions
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Game - Display to (All players) for 5.00 seconds the text: (|cffffffc8The first |cffff6464Bloodheaven|r |cffffffc8has been sent!|r + <Empty String>)
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Set VariableSet Temp_Unit = |cffFFA07AStronghold Clash|r 0056 <gen>
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Set VariableSet Temp_String = Sound/Interface/Rescue.wav
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Sound - Set pitch of Game_lastCreatedSound to 1.25
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Custom script: AttachSoundUnit(udg_Temp_Unit, udg_Temp_String, 155, 1, 2000, false, false, 0, 1000000000)
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Sound - Destroy Game_lastCreatedSound
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Trigger - Turn off (This trigger)
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Game l Global Income
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Events
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Time - Game_Timer expires
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Conditions
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Actions
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Set VariableSet Game_Count = (Game_Count - 1)
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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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Game_Count Equal to 8
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Then - Actions
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Trigger - Run Aura l Level Auto <gen> (ignoring conditions)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - 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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Send_Toggle[(Integer A)] Equal to Wahr
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Send_Amount[(Integer A)] Greater than 0
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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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Send_Amount[(Integer A)] Greater than 5
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Then - Actions
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For each (Integer B) from 1 to 5, do (Actions)
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Loop - Actions
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Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
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Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
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Else - Actions
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For each (Integer B) from 1 to Send_Amount[(Integer A)], do (Actions)
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Loop - Actions
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Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
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Else - Actions
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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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Game_Count Less than or equal to 0
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Then - Actions
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Sound - Play IncomeGold <gen>
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Player - Add Player_Income[(Integer A)] to (Player((Integer A))).Current gold
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Player - Add (Player_Income[(Integer A)] / 10) to (Player((Integer A))).Current lumber
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Set VariableSet Game_Count = Game_Income_Display
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Trigger - Run Game l Boss Replacement <gen> (ignoring conditions)
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Else - Actions
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Leaderboard - Change the title of Game_Leaderboard to (Income in + (String(Game_Count)))
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Aura l Level Auto
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Events
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Conditions
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Actions
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Unit Group - Pick every unit in Group_Aura and do (Actions)
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Loop - 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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(Point-value of (Picked unit)) Greater than or equal to 9
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Then - Actions
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Unit Group - Remove (Picked unit) from Group_Aura.
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Else - Actions
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Set VariableSet Temp_Integer = (Load 0 of (Key (Picked unit).) from Game_Hashtable.)
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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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(Level of Game_Aura[Temp_Integer] for (Picked unit)) Greater than 0
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(Point-value of (Picked unit)) Less than (Load (5 + Temp_Integer) of (Key (Owner of (Picked unit)).) from Game_Hashtable.)
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Then - Actions
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Unit - Order (Picked unit) to train/upgrade to a Game_Aura_Type[(((Temp_Integer - 1) x 9) + ((Point-value of (Picked unit)) + 1))]
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Else - Actions
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Game l Boss Replacement
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Events
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Conditions
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Actions
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Set VariableSet Temp_Integer = (Load 0 of 0 from Game_Hashtable.)
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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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Temp_Integer Less than or equal to 0
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Then - Actions
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Neutral Building - Remove |cffFFFFDELevel 1 Boss (Dummy) from all marketplaces
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Neutral Building - Remove |cffFFFFDELevel 1 Boss from all marketplaces
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Player - Make |cffFFFFDELevel 1 Boss Available for training/construction by (Player((Integer A)))
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Custom script: DestroyTrigger(GetTriggeringTrigger())
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Else - Actions
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Hashtable - Save ((Load 0 of 0 from Game_Hashtable.) - 1) as 0 of 0 in Game_Hashtable.
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