- Joined
- Jul 14, 2019
- Messages
- 2
So I have a simple campaign I'm putting together for my brother-in-law for his birthday. It's based on a D&D character of his.
I'm fairly new to the world editor, so I've kept things very simple so far.
I have a map that's just a cinematic cutscene, a second cinematic cutscene, and a third map which is an actual mission.
I built all three separately and tested them and they work fine. All very simple triggers like 'pan camera' or 'apply camera over 2 seconds' and stuff like that along with transmissions from units and the like.
I made *one* custom hero, used the map editor to make summon water elemental summon different custom units, and changed some numbers on a copy of flamestrike (the bloodmage ability).
That's all the customizing I've done.
Like I said, very simple.
When testing the maps individually, they work perfectly as intended.
But when I made a custom campaign, added the maps to the campaign, and use triggers to connect them, eg 'Game - set next level', then when it loads the next level I get a 'Waiting for Host' error every time it connects to the new mission after the first one.
Now I have it set up to show campaign buttons so you can go back and do any of them in any order after the first time, and when you click the campaign button for a mission, it does NOT give the 'waiting for host' error.
I *only* get a waiting for host error when a mission is started automatically after the end of a previous map.
I've done a search and found someone fixed this by putting little 'wait' commands between trigger actions, and this does not help (after hours of fiddling with wait commands, I've given up).
Any insight into this would be extremely welcomed.
Thanks in advance.
Edit: I've found the error goes away if I set the 'Game - Victory' action in the trigger to 'show dialogs', which I guess will work, but if feels weird getting a victory message after just a cinematic cutscene.
I'd love it if there was a different way to not get the error and also not have to get a victory message, so it can just fade out from one map, load the next, and fade in (which is the goal).
I'm fairly new to the world editor, so I've kept things very simple so far.
I have a map that's just a cinematic cutscene, a second cinematic cutscene, and a third map which is an actual mission.
I built all three separately and tested them and they work fine. All very simple triggers like 'pan camera' or 'apply camera over 2 seconds' and stuff like that along with transmissions from units and the like.
I made *one* custom hero, used the map editor to make summon water elemental summon different custom units, and changed some numbers on a copy of flamestrike (the bloodmage ability).
That's all the customizing I've done.
Like I said, very simple.
When testing the maps individually, they work perfectly as intended.
But when I made a custom campaign, added the maps to the campaign, and use triggers to connect them, eg 'Game - set next level', then when it loads the next level I get a 'Waiting for Host' error every time it connects to the new mission after the first one.
Now I have it set up to show campaign buttons so you can go back and do any of them in any order after the first time, and when you click the campaign button for a mission, it does NOT give the 'waiting for host' error.
I *only* get a waiting for host error when a mission is started automatically after the end of a previous map.
I've done a search and found someone fixed this by putting little 'wait' commands between trigger actions, and this does not help (after hours of fiddling with wait commands, I've given up).
Any insight into this would be extremely welcomed.
Thanks in advance.
Edit: I've found the error goes away if I set the 'Game - Victory' action in the trigger to 'show dialogs', which I guess will work, but if feels weird getting a victory message after just a cinematic cutscene.
I'd love it if there was a different way to not get the error and also not have to get a victory message, so it can just fade out from one map, load the next, and fade in (which is the goal).
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