- Joined
- Oct 2, 2011
- Messages
- 2,490
Hi!
I have been developing my project for some time now, and recently I started having troubles with maps that has been finished and fully working for a long time. Things doesn't go wrong when you launch the map itself, it goes wrong when you transfer to a map via the campaign.
The first time, Bonechiller Burrow recieved a weird bug that when a text message was entered, one out of five functions didn't launch. This function was supposed to open a gate. I added a debug message to see if the trigger itself was even launched, and this is what happened: The debug message showed up, but the gate didn't open. I managed to fix that by adding another function doing the exact same as the last one (this time using a destructible group to open the gate, instead of picking the specific desctructible itself).
Now, there sems to be some issue with the patrolling owls in anther map, called Solen's Sanctuary. I went in game myself, and saw that they indeed did not patrol, so I checked the trigger and tried to see if something had went wrong. Here it is:
I'm pretty sure there is nothing messed up with that trigger, yet, it doesn't work.
Any ideas on what might be wrong?
Any long term solutions to stop this from happening in the future?
I have been developing my project for some time now, and recently I started having troubles with maps that has been finished and fully working for a long time. Things doesn't go wrong when you launch the map itself, it goes wrong when you transfer to a map via the campaign.
The first time, Bonechiller Burrow recieved a weird bug that when a text message was entered, one out of five functions didn't launch. This function was supposed to open a gate. I added a debug message to see if the trigger itself was even launched, and this is what happened: The debug message showed up, but the gate didn't open. I managed to fix that by adding another function doing the exact same as the last one (this time using a destructible group to open the gate, instead of picking the specific desctructible itself).
Now, there sems to be some issue with the patrolling owls in anther map, called Solen's Sanctuary. I went in game myself, and saw that they indeed did not patrol, so I checked the trigger and tried to see if something had went wrong. Here it is:
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Start Up
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Events
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Player - Player 1 (Red) types a chat message containing debug as An exact match
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Time - Elapsed game time is 1.00 seconds
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Conditions
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Actions
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Set UnitGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Shield (Patrol)))
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
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Unit - Turn collision for (Picked unit) Off
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Unit - Make (Picked unit) Invulnerable
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Unit - Set (Picked unit) movement speed to (Life of (Picked unit))
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Set Pos1 = (Position of (Picked unit))
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Set Pos2 = (Pos1 offset by (Mana of (Picked unit)) towards ((Facing of (Picked unit)) + 0.00) degrees)
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Unit - Order (Picked unit) to Patrol To Pos1
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Custom script: call RemoveLocation (udg_Pos1)
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Custom script: call RemoveLocation (udg_Pos2)
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Custom script: call DestroyGroup (udg_UnitGroup)
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Set UnitGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Blade (Patrol)))
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
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Unit - Turn collision for (Picked unit) Off
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Unit - Make (Picked unit) Invulnerable
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Unit - Set (Picked unit) movement speed to (Life of (Picked unit))
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Set Pos1 = (Position of (Picked unit))
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Set Pos2 = (Pos1 offset by (Mana of (Picked unit)) towards ((Facing of (Picked unit)) + 0.00) degrees)
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Unit - Order (Picked unit) to Patrol To Pos1
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Custom script: call RemoveLocation (udg_Pos1)
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Custom script: call RemoveLocation (udg_Pos2)
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Custom script: call DestroyGroup (udg_UnitGroup)
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Set UnitGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Patroler))
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
-
Unit - Turn collision for (Picked unit) Off
-
Unit - Make (Picked unit) Invulnerable
-
Unit - Set (Picked unit) movement speed to (Life of (Picked unit))
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Set Pos1 = (Position of (Picked unit))
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Set Pos2 = (Pos1 offset by (Mana of (Picked unit)) towards ((Facing of (Picked unit)) + 0.00) degrees)
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Unit - Order (Picked unit) to Patrol To Pos1
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Custom script: call RemoveLocation (udg_Pos1)
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Custom script: call RemoveLocation (udg_Pos2)
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Custom script: call DestroyGroup (udg_UnitGroup)
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Any ideas on what might be wrong?
Any long term solutions to stop this from happening in the future?