- Joined
- Jan 14, 2005
- Messages
- 73
Im trying to make a hero selection Area without using regions however When I load my map all my selection rings have moved from where they were in the editor (offset about 300 , 50). Not only that but My floating Text Doesnt Show up at all, It was showing up in the middle but i fixed it(It stopped showing up alltogether when i stopped it from showing up in the middle)
Just for note My hero Selection area is at z-2090 Not sure if this makes a difference but it might so just throwing it out there.
If anyone can take a look at my map let me know wtf is going on id really appreciate it. Im trying to recreate Everline (Re-using the heroes mobs Items and Exp rate. I will be putting in credit, using custom models revamping save/load) since the original Creator has since stopped working on it and I absolutly loved that map. Normally I would be able to figure this sort of stuff out through trial and error but I really dont know what trigger it is thats causing it, I assume its either "Hero Selection Inizialization"/"Hero Selection" Im using JassNewgen Newest Version.
Heres the Triggers I think Might be causing it
Just for note My hero Selection area is at z-2090 Not sure if this makes a difference but it might so just throwing it out there.
If anyone can take a look at my map let me know wtf is going on id really appreciate it. Im trying to recreate Everline (Re-using the heroes mobs Items and Exp rate. I will be putting in credit, using custom models revamping save/load) since the original Creator has since stopped working on it and I absolutly loved that map. Normally I would be able to figure this sort of stuff out through trial and error but I really dont know what trigger it is thats causing it, I assume its either "Hero Selection Inizialization"/"Hero Selection" Im using JassNewgen Newest Version.
Heres the Triggers I think Might be causing it
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Hero Selection Initialization
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Events
- Time - Elapsed game time is 0.50 seconds
- Conditions
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Actions
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Do Multiple ActionsFor each (Integer Temp_Integer) from 1 to eou_NumberOfClassSelectionRing, do (Actions)
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Loop - Actions
- Set ClassSelectionRingPoints[Temp_Integer] = (Position of ClassSelectionRings[Temp_Integer])
- Set Temp_Point = (Position of ClassSelectionRings[Temp_Integer])
- Floating Text - Create floating text that reads ClassFloatingText[Temp_Integer] at Temp_Point with Z offset 0.00, using font size 20.00, color (25.00%, 100.00%, 25.00%), and 0.00% transparency
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Loop - Actions
- Set Temp_Integer = 0
- -------- This Set Is just untill A New Class Is Created For the moment its simply just used for spawning Souls --------
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Set ClassSelectionRingPoints[6] = (Position of ClassSelectionRings[6])
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Do Multiple ActionsFor each (Integer Temp_Integer) from 1 to eou_NumberOfHeros, do (Actions)
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Loop - Actions
- Set HeroSelectionRingPoints[Temp_Integer] = (Position of HeroSelectionRings[Temp_Integer])
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Loop - Actions
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Do Multiple ActionsFor each (Integer Temp_Integer) from 1 to eou_NumberOfHeros, do (Actions)
- Set Temp_Integer = 0
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Do Multiple ActionsFor each (Integer Temp_Integer) from 1 to eou_NumberOfClassSelectionRing, do (Actions)
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Events
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Hero Selection
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Events
- Time - Every 0.40 seconds of game time
- Conditions
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Actions
- Set Temp_Unit_Group = (Units in HeroSelection <gen> matching ((Unit-type of (Matching unit)) Equal to (==) Hero Chooser))
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Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer Loop_Integer_HeroSelection) from 1 to eou_NumberOfClassSelectionRing, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Is (Picked unit) near ClassSelectionRings[Loop_Integer_HeroSelection] and withing a range of 1.00) Equal to (==) True
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Then - Actions
- Unit - Move (Picked unit) instantly to (HeroSelectionRingPoints[((Loop_Integer_HeroSelection x 3) - 1)] offset by (-250.00, 0.00))
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer Loop_Integer_HeroSelection) from 1 to eou_NumberOfClassSelectionRing, do (Actions)
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Loop - Actions
- Custom script: call DestroyGroup(udg_Temp_Unit_Group)
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Events
Attachments
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