- Joined
- Mar 18, 2020
- Messages
- 6
Hello, hoping someone can shed some light on this as I am out of my wits here. I have a basic checkpoint trigger "Checkpoint 4" that revives all heroes in an indexed UnitGroup Group[0] which, on random playthroughs, is only reviving some of the heroes instead of all. I would think that maybe they're decaying and being removed from the UnitGroup; however, there are longer levels where people are dead for longer and there is no issue there. And anyway, the movement of the unit heroes are set to "Fly" so they don't decay, right?
After this happens once, the "Revive" trigger will now fail to fire when the subset of remaining heroes that were revived then die.
The units are added to the group at the beginning of the game from units placed on the map. The only time units are removed from the group is when the player leaves the game in the triggers "[Color] Leaves".
I can reproduce the issue with computer players, sometimes. In my last playthrough, blue entered the checkpoint while everyone else was dead, and only red failed to revive. However, the checkpoint prints out each player id that is in the unit group and it included red (1) as if it was in the group. I also print out something if all units in Group[0] are dead and it did not print after I killed the remaining heroes.. !@#$
Cheers.
After this happens once, the "Revive" trigger will now fail to fire when the subset of remaining heroes that were revived then die.
The units are added to the group at the beginning of the game from units placed on the map. The only time units are removed from the group is when the player leaves the game in the triggers "[Color] Leaves".
I can reproduce the issue with computer players, sometimes. In my last playthrough, blue entered the checkpoint while everyone else was dead, and only red failed to revive. However, the checkpoint prints out each player id that is in the unit group and it included red (1) as if it was in the group. I also print out something if all units in Group[0] are dead and it did not print after I killed the remaining heroes.. !@#$
Cheers.
-
Checkpoint 4
-

Events
-


Unit - A unit enters Level 4 <gen>
-
-

Conditions
-

Actions
-


Trigger - Turn off (This trigger)
-


Unit Group - Pick every unit in Group[0] and do (Unit - Pause (Picked unit))
-


Unit Group - Pick every unit in Group[0] and do (If (((Picked unit) is alive) Equal to True) then do (Unit - Move (Picked unit) instantly to (Center of Checkpoint)) else do (Hero - Instantly revive (Picked unit) at (Center of Checkpoint), Hide revival graphics))
-


Unit Group - Pick every unit in Group[3] and do (Unit - Remove (Picked unit) from the game)
-


Wait 5.00 seconds
-


Unit Group - Pick every unit in Group[0] and do (Unit - Unpause (Picked unit))
-
-
-
Revive
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


(All units of Group[0] are dead) Equal to True
-
-

Actions
-


Unit Group - Pick every unit in Group[0] and do (Unit - Pause (Picked unit))
-


Unit Group - Pick every unit in Group[0] and do (Hero - Instantly revive (Picked unit) at (Center of Checkpoint), Show revival graphics)
-


Unit Group - Pick every unit in Group[0] and do (Unit - Unpause (Picked unit))
-
-
-
Red Leaves
-

Events
-


Player - Player 1 (Red) leaves the game
-


Player - Player 1 (Red) leaves the game with a defeat
-
-

Conditions
-

Actions
-


Trigger - Turn off (This trigger)
-


Game - Display to (All players) the text: ((Name of (Triggering player)) + |cffffff00 has left the game.|r)
-


Unit Group - Remove PlayerChar 0045 <gen> from Group[0].
-


Unit - Remove PlayerChar 0045 <gen> from the game
-
-
Last edited:




