Hi all, I was testing my item system in multiplayer with my brother yesterday and it instantly started acting weird. I can tell very easily what is going wrong, and know how to "fix" it, but I don't understand why it's doing what it's doing. If someone could please take the time to explain why this is happening it would be great.
Here is what happens, when one player presses "Escape" it seems like it's somehow interacting with other players as well. What's wrong with this trigger? Hope someone can help !
Thanks!
Here is what happens, when one player presses "Escape" it seems like it's somehow interacting with other players as well. What's wrong with this trigger? Hope someone can help !
Thanks!
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Camera Escape
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Events
- Player - Player 1 (Red) skips a cinematic sequence
- Player - Player 2 (Blue) skips a cinematic sequence
- Player - Player 3 (Teal) skips a cinematic sequence
- Player - Player 4 (Purple) skips a cinematic sequence
- Player - Player 5 (Yellow) skips a cinematic sequence
- Player - Player 6 (Orange) skips a cinematic sequence
- Player - Player 7 (Green) skips a cinematic sequence
- Player - Player 8 (Pink) skips a cinematic sequence
- Player - Player 9 (Gray) skips a cinematic sequence
- Player - Player 10 (Light Blue) skips a cinematic sequence
- Player - Player 11 (Dark Green) skips a cinematic sequence
- Player - Player 12 (Brown) skips a cinematic sequence
- Conditions
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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
- ((Triggering player) is in Camera_InventoryViewOn) Equal to True
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Then - Actions
- Selection - Clear selection for (Triggering player)
- Player Group - Remove (Triggering player) from Camera_InventoryViewOn
- Visibility - Destroy Camera_VisibilityMod[(Player number of (Triggering player))]
- Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Black mask across Bag_Region[(Player number of (Triggering player))]
- Visibility - Destroy (Last created visibility modifier)
- Set Group_A = (Units owned by (Triggering player) matching ((Level of Inventory (Hero) for (Matching unit)) Equal to 1))
- Set Point_A = (Position of (Random unit from Group_A))
- Selection - Select (Random unit from Group_A) for (Triggering player)
- Custom script: call DestroyGroup(udg_Group_A)
- Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
- Camera - Pan camera for (Triggering player) to Point_A over 0.00 seconds
- Custom script: call RemoveLocation(udg_Point_A)
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Else - Actions
- Selection - Clear selection for (Triggering player)
- Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility across Bag_Region[(Player number of (Triggering player))]
- Set Camera_VisibilityMod[(Player number of (Triggering player))] = (Last created visibility modifier)
- Visibility - Enable Camera_VisibilityMod[(Player number of (Triggering player))]
- Camera - Lock camera target for (Triggering player) to Camera_LockDummy[(Player number of (Triggering player))], offset by (0.00, 0.00) using Default rotation
- Player Group - Add (Triggering player) to Camera_InventoryViewOn
- Countdown Timer - Start Camera_InventoryViewTimer as a One-shot timer that will expire in 0.00 seconds
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events