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Odd

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Deleted member 219079

D

Deleted member 219079

  • freakySound
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Player Group - Pick every player in alivePlayers and do (Actions)
        • Loop - Actions
          • Set pl = (Picked player)
          • Custom script: if GetLocalPlayer() == udg_pl then
          • Sound - Play freakySound <gen>
          • Custom script: endif
          • Set b = False
          • Set ug = (Units currently selected by pl)
          • Unit Group - Pick every unit in ug and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: asdf
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to False
                  • b Equal to False
                • Then - Actions
                  • Game - Display to (All players) the text: lol
                  • Set b = True
                  • Custom script: call customFunctions_SpawnText_Simple(GetEnumUnit(),"What is this feeling...")
                • Else - Actions
          • Custom script: call DestroyGroup(udg_ug)
Doesn't say asdf, or lol... But plays the sounds. And this trigger works fine:
  • Untitled Trigger 002
    • Events
      • Player - Player 1 (Red) types a chat message containing asdf as An exact match
    • Conditions
    • Actions
      • Set ug = (Units currently selected by Player 1 (Red))
      • Unit Group - Pick every unit in ug and do (Actions)
        • Loop - Actions
          • Custom script: call customFunctions_SpawnText_Simple(GetEnumUnit(),"What is this feeling...")
Must be something stupid I missed, I can't just see it myself, so tired lol, plz help meh...
 

Deleted member 219079

D

Deleted member 219079

JASS:
function GetUnitsSelectedAll takes player whichPlayer returns group
    local group g = CreateGroup()
    call SyncSelections()
    call GroupEnumUnitsSelected(g, whichPlayer, null)
    return g
endfunction
Doesn't this leak a group anyway? Didn't know bjasses had leaks in them o_O

Anyway help me fix this, irritates how I can't see it
 

Deleted member 219079

D

Deleted member 219079

It works because I can hear the sound, that's why it is so odd..
 

Deleted member 219079

D

Deleted member 219079

Here.
 

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  • denialofmadness1.0.0stripped.w3x
    2.2 MB · Views: 27
Level 12
Joined
Feb 22, 2010
Messages
1,115
Put sound effect action to where message action is?It surely won't work.
 

Deleted member 219079

D

Deleted member 219079

Eh what's your point? :/

Edit:
  • Untitled Trigger 002
    • Events
      • Player - Player 1 (Red) types a chat message containing asdf as An exact match
    • Conditions
    • Actions
      • Custom script: if GetLocalPlayer() == Player(0) then
      • Sound - Play freakySound <gen>
      • Custom script: endif
      • Set ug = (Units currently selected by Player 1 (Red))
      • Unit Group - Pick every unit in ug and do (Actions)
        • Loop - Actions
          • Custom script: call customFunctions_SpawnText_Simple(GetEnumUnit(),"What is this feeling...")
this works too
 
Level 12
Joined
Feb 22, 2010
Messages
1,115
No, put sound effect NEAR game message.

  • freakySound
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Player Group - Pick every player in alivePlayers and do (Actions)
        • Loop - Actions
          • Set pl = (Picked player)
          • Set b = False
          • Set ug = (Units currently selected by pl)
          • Unit Group - Pick every unit in ug and do (Actions)
            • Loop - Actions
              • Game - Display to (All players) the text: asdf
              • Custom script: if GetLocalPlayer() == udg_pl then
              • Sound - Play freakySound <gen>
              • Custom script: endif
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is A structure) Equal to False
                  • b Equal to False
                • Then - Actions
                  • Game - Display to (All players) the text: lol
                  • Set b = True
                  • Custom script: call customFunctions_SpawnText_Simple(GetEnumUnit(),"What is this feeling...")
                • Else - Actions
          • Custom script: call DestroyGroup(udg_ug)
 

Deleted member 219079

D

Deleted member 219079

  • freakySound
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Player Group - Pick every player in alivePlayers and do (Actions)
        • Loop - Actions
          • Set pl = (Picked player)
          • Trigger - Run fs plLoop <gen> (ignoring conditions)
  • fs plLoop
    • Events
    • Conditions
    • Actions
      • Custom script: if GetLocalPlayer() == udg_pl then
      • Sound - Play freakySound <gen>
      • Custom script: endif
      • Set b = False
      • Set ug = (Units currently selected by pl)
      • Unit Group - Pick every unit in ug and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to False
              • b Equal to False
            • Then - Actions
              • Set b = True
              • Custom script: call customFunctions_SpawnText_Simple(GetEnumUnit(),"What is this feeling...")
            • Else - Actions
      • Custom script: call DestroyGroup(udg_ug)
this works, somehow in player groups it won't work...

SOLVED
 
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