- Joined
- Dec 17, 2009
- Messages
- 1,115
Does someone know the cause of this problem with this code in side this map?
If you want to inspect the map here it is:
Click Nao
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Map Variables
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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Set MilestonesCount = 1
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Hashtable - Create a hashtable
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Set Hashtable = (Last created hashtable)
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Hashtable - Create a hashtable
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Set SkillHashtable = (Last created hashtable)
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Hashtable - Create a hashtable
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Set SkillHashtable2 = (Last created hashtable)
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Set WeaponTypes[1] = M4A1 Carbine
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Set WeaponTypes[2] = AK-47
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Set WeaponTypes[3] = Ithaca 37
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Set WeaponTypes[4] = Arctic Warfare Magnum
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Set WeaponTypes[5] = X1015 Rifle Beam
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Set WeaponTypes[6] = Baikal IZH-43
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Set WeaponTypes[7] = Steyr Scout Tactical
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Set WeaponTypes[8] = RPG-7
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Set WeaponUnit[1] = M4A1 Carbine
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Set WeaponUnit[2] = AK-47
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Set WeaponUnit[3] = Ithaca 37
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Set WeaponUnit[4] = Arctic Warfare Magnum
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Set WeaponUnit[5] = X1015 Rifle Beam
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Set WeaponUnit[6] = Baikal IZH-43
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Set WeaponUnit[7] = Steyr Scout Tactical
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Set WeaponUnit[8] = RPG-7 Rocket Launcher
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Set BulletType[1] = 5.56mm Magazine
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Set BulletType[2] = 7.62mm Magazine
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Set BulletType[3] = 12 Gauge Shells
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Set BulletType[4] = .300 Lapua Magnum
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Set BulletType[5] = 512V Battery Cubes
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Set BulletType[6] = 12 Gauge Shells
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Set BulletType[7] = 7.62mm Magazine
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Set BulletType[8] = Rockets
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Set WeaponRounds[1] = 30
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Set WeaponRounds[2] = 30
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Set WeaponRounds[3] = 4
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Set WeaponRounds[4] = 5
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Set WeaponRounds[5] = 75
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Set WeaponRounds[6] = 2
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Set WeaponRounds[7] = 10
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Set WeaponRounds[8] = 1
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Set TotalWeapons = 8
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Set ReloadSounds[1] = Reload1 <gen>
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Set ReloadSounds[2] = Reload2 <gen>
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Set ReloadSounds[3] = Reload3 <gen>
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Set ReloadSounds[4] = Reload4 <gen>
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Set ReloadSounds[5] = Reload5 <gen>
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Set ReloadSounds[6] = Reload6 <gen>
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Set ReloadSounds[7] = Reload7 <gen>
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Set ReloadSounds[8] = Reload8 <gen>
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Set ReloadSounds[9] = Reload9 <gen>
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Set EquipSounds[1] = Equip1 <gen>
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Set EquipSounds[2] = Equip2 <gen>
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Set EquipSounds[3] = Equip3 <gen>
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Set EquipSounds[4] = Equip4 <gen>
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Set EquipSounds[5] = Equip5 <gen>
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Set EquipSounds[6] = Equip6 <gen>
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Set EquipSounds[7] = Equip7 <gen>
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Set EquipSounds[8] = Equip8 <gen>
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Set EquipSounds[9] = Equip9 <gen>
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For each (Integer A) from 1 to 9, do (Actions)
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Loop - Actions
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Trigger - Add to Finished Reloading <gen> the event (Time - ReloadTimer[(Integer A)] expires)
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For each (Integer B) from 1 to 150, do (Actions)
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Loop - Actions
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Set TempPoint = (Random point in Random Zombie Group <gen>)
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Unit - Create 1 ??? (Basic Zombie) for Player 12 (Brown) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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For each (Integer RepeatInteger) from 1 to 900, do (Actions)
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Loop - Actions
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Set TempPoint = (Random point in Random Drop Items <gen>)
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Unit - Create 1 ??? (Basic Zombie) for Player 12 (Brown) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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For each (Integer RepeatInteger) from 1 to 300, do (Actions)
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Loop - Actions
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Set TempPoint = (Random point in Random Drop Items <gen>)
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Unit - Create 1 ??? (Mutated Zombie) for Player 12 (Brown) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set RandomZombieGroup = (Units in Random Zombie Group <gen>)
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Set RandomZombie = (Random unit from RandomZombieGroup)
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Custom script: call DestroyGroup(udg_RandomZombieGroup)
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Equip
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Events
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Unit - A unit Uses an item
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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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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IsReloading[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
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Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00You can't...
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Skip remaining actions
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Else - Actions
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For each (Integer A) from 1 to TotalWeapons, 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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(Unit-type of (Triggering unit)) Not equal to WeaponUnit[(Integer A)]
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(Item being manipulated) Equal to (Item carried by (Triggering unit) of type WeaponTypes[(Integer A)])
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Then - Actions
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Item - Make CurrentlyEquippedItem[(Player number of (Owner of (Triggering unit)))] Unpawnable
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Set RealAmmoCount = (Charges remaining in (Item being manipulated))
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Item - Set charges remaining in (Item being manipulated) to 2
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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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(Charges remaining in (Item being manipulated)) Equal to 1
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(Charges remaining in (Item being manipulated)) Not equal to 0
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Then - Actions
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Item - Make (Item being manipulated) Pawnable
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Item - Set charges remaining in (Item being manipulated) to 1
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Item - Make (Item being manipulated) Unpawnable
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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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(Charges remaining in (Item being manipulated)) Not equal to 0
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Then - Actions
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Item - Set charges remaining in (Item being manipulated) to (RealAmmoCount + 1)
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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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(Charges remaining in (Item being manipulated)) Equal to 0
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Then - Actions
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Item - Make (Item being manipulated) Pawnable
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Item - Set charges remaining in (Item being manipulated) to 0
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Else - Actions
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Set HPBefore = (Life of (Triggering unit))
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Set ManaBefore = (Mana of (Triggering unit))
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Unit - Replace (Triggering unit) with a WeaponUnit[(Integer A)] using The old unit's life and mana
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Item - Make CurrentlyEquippedItem[(Player number of (Owner of (Triggering unit)))] Droppable
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Set CurrentlyEquippedItem[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
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Item - Make (Item being manipulated) Undroppable
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Sound - Play EquipSounds[(Player number of (Owner of (Triggering unit)))]
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Set Survivor[(Player number of (Owner of (Last replaced unit)))] = (Last replaced unit)
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Unit - Set life of (Last replaced unit) to HPBefore
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Unit - Set mana of (Last replaced unit) to ManaBefore
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Selection - Select (Last replaced unit) for (Owner of (Last replaced unit))
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Else - Actions
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Reload
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Events
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Unit - A unit Uses an item
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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Actions
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For each (Integer A) from 1 to TotalWeapons, 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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(Unit-type of (Triggering unit)) Equal to WeaponUnit[(Integer A)]
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(Item being manipulated) Equal to (Item carried by (Triggering unit) of type WeaponTypes[(Integer A)])
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Then - Actions
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Item - Make CurrentlyEquippedItem[(Player number of (Owner of (Triggering unit)))] Unpawnable
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Set RealAmmoCount = (Charges remaining in (Item being manipulated))
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Item - Set charges remaining in (Item being manipulated) to 2
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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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(Charges remaining in (Item being manipulated)) Not equal to 0
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Then - Actions
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Item - Set charges remaining in (Item being manipulated) to (RealAmmoCount + 1)
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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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((Triggering unit) has an item of type BulletType[(Integer A)]) Equal to True
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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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(Charges remaining in (Item being manipulated)) Equal to 1
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(Charges remaining in (Item being manipulated)) Not equal to 0
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Then - Actions
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Item - Make (Item being manipulated) Pawnable
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Item - Set charges remaining in (Item being manipulated) to 1
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Item - Make (Item being manipulated) Unpawnable
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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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(Charges remaining in (Item being manipulated)) Equal to 0
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Then - Actions
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Item - Make (Item being manipulated) Pawnable
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Item - Set charges remaining in (Item being manipulated) to 0
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Else - Actions
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Game - Display to (All players) the text: ((|cffffcc00 + ((Name of (Owner of (Triggering unit))) + |r)) + is reloading...)
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Countdown Timer - Start ReloadTimer[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 2.15 seconds
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Custom script: set udg_HandleID = GetHandleId(GetLastCreatedTimerBJ())
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Hashtable - Save (Player number of (Owner of (Triggering unit))) as 1 of HandleID in Hashtable
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Set ReloadingUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Set IsReloading[(Player number of (Owner of (Triggering unit)))] = True
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Sound - Play ReloadSounds[(Player number of (Owner of (Triggering unit)))]
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Else - Actions
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Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffffcc00You don't...
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Set RealAmmoCount = (Charges remaining in (Item being manipulated))
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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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(Charges remaining in (Item being manipulated)) Equal to 0
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Then - Actions
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Item - Make (Item being manipulated) Pawnable
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Item - Set charges remaining in (Item being manipulated) to 0
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Item - Make (Item being manipulated) Unpawnable
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Else - Actions
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Else - Actions
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Finished Reloading
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Events
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Conditions
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Actions
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Custom script: set udg_HandleID = GetHandleId(GetExpiredTimer())
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Set PlayerID = (Load 1 of HandleID from Hashtable)
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Sound - Stop ReloadSounds[PlayerID] After fading
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For each (Integer A) from 1 to TotalWeapons, 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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(Unit-type of ReloadingUnit[PlayerID]) Equal to WeaponUnit[(Integer A)]
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Then - Actions
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Set IsReloading[PlayerID] = False
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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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(Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)])) Greater than 1
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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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(Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)])) Greater than or equal to WeaponRounds[(Integer A)]
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Then - Actions
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Set FilledIn = (WeaponRounds[(Integer A)] - (Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type WeaponTypes[(Integer A)])))
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Item - Set charges remaining in (Item carried by ReloadingUnit[PlayerID] of type WeaponTypes[(Integer A)]) to ((Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type WeaponTypes[(Integer A)])) + FilledIn)
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Item - Set charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)]) to ((Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)])) - FilledIn)
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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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(Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)])) Less than WeaponRounds[(Integer A)]
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Then - Actions
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Item - Set charges remaining in (Item carried by ReloadingUnit[PlayerID] of type WeaponTypes[(Integer A)]) to (Charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)]))
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Item - Set charges remaining in (Item carried by ReloadingUnit[PlayerID] of type BulletType[(Integer A)]) to 0
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Else - Actions
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Else - Actions
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Game - Display to (Player group((Owner of ReloadingUnit[PlayerID]))) the text: |cffffcc00You don't...
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Else - Actions
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Problem
- Ammunition gets refilled by 1 automatically when unequipping a weapon then equipping it again at 0 ammo
- Same problem when reloading at 0 ammo in the weapon
- Switching to a 0 ammo weapon will increase the switching weapon's ammo inside by 1
- For some weird reason i think warcraft treats items with 0/1 as same, causing this problem to occur
Click Nao