Why is This Action Not Running?

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Level 21
Joined
Mar 16, 2008
Messages
955
I can't figure out why the "Camera - Rotate camera 360..." in the 2nd trigger isn't running??? Any insight is appreciated. Thanks.

EDIT TRIGGER UPDATED 1/12/21 but still not rotating camera
  • Defeat Red
    • Events
      • Unit - King's Castle 0012 <gen> Dies
    • Conditions
    • Actions
      • Set VariableSet DefeatCounter = (DefeatCounter + 1)
      • Trigger - Turn off Red Leaves <gen>
      • Trigger - Turn off Announce King Hero Dead Red <gen>
      • Custom script: call RemoveLocation(udg_Recent_Dead_Castle_Point_Var)
      • Set VariableSet Recent_Dead_Castle_Point_Var = Red_CastlePt_Var
      • Set VariableSet Dying_Castle_Cam = Red Camera <gen>
      • Set VariableSet recent_defeated_king_base = Red king Stay in <gen>
      • Custom script: call CinematicModeWithoutChangingFog(true, udg_Solo_Group_Red, bj_CINEMODE_INTERFACEFADE)
      • Player Group - Make Group1Red treat Group1Red as an Neutral
      • Cinematic - Send transmission to Solo_Group_Red from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display Your King's Castle .... Modify duration: Add 300.00 seconds and Don't wait
      • Camera - Apply Dying_Castle_Cam for Player 1 (Red) over 0.90 seconds with ease in time: 0.90 seconds, ease out time: 0.90 seconds, and smooth factor: 1.00
      • Countdown Timer - Start End_Timer as a One-shot timer that will expire in 1.00 seconds
      • Wait 1.00 seconds
      • Set VariableSet Recent_Dead_Castle_Point_Var = Red_CastlePt_Var
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 19.00 seconds
      • Quest - Display to (All players) the Quest Completed message: The |cffff0000North...
      • Leaderboard - Change the label for Player 1 (Red) in Alliances_Leaderboard to Failed King
      • Leaderboard - Change the value for Player 1 (Red) in Alliances_Leaderboard to 0
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
      • Neutral Building - Set Gold Mine 0011 <gen> to 100000 gold
      • Neutral Building - Set Gold Mine 0574 <gen> to 100000 gold
      • Set VariableSet AllUnits_Red = (Units owned by Player 1 (Red).)
      • Unit Group - Pick every unit in AllUnits_Red and do (Hero - Drop (Item carried by (Picked unit) of type Ankh of Kings) from (Picked unit).)
      • Unit Group - Pick every unit in AllUnits_Red and do (Hero - Drop (Item carried by (Picked unit) of type Magic Rare Item Upgrade Scroll) from (Picked unit).)
      • Custom script: call DestroyGroup(udg_AllUnits_Red)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Red_King is dead) Equal to True
        • Then - Actions
          • Hero - Instantly revive Red_King at Red_CastlePt_Var, Hide revival graphics
        • Else - Actions
      • Unit - Move Red_King instantly to Red_CastlePt_Var
      • Hero - Drop the item from slot 1 of Red_King.
      • Hero - Drop the item from slot 2 of Red_King.
      • Hero - Drop the item from slot 3 of Red_King.
      • Hero - Drop the item from slot 4 of Red_King.
      • Hero - Drop the item from slot 5 of Red_King.
      • Hero - Drop the item from slot 6 of Red_King.
      • Unit - Remove Red_King from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Red_Prince is dead) Equal to True
        • Then - Actions
          • Hero - Instantly revive Red_Prince at Red_CastlePt_Var, Hide revival graphics
        • Else - Actions
      • Unit - Move Red_Prince instantly to Red_CastlePt_Var
      • Hero - Drop the item from slot 1 of Red_Prince.
      • Hero - Drop the item from slot 2 of Red_Prince.
      • Hero - Drop the item from slot 3 of Red_Prince.
      • Hero - Drop the item from slot 4 of Red_Prince.
      • Hero - Drop the item from slot 5 of Red_Prince.
      • Hero - Drop the item from slot 6 of Red_Prince.
      • Unit - Remove Red_Prince from the game
      • Game - Defeat Player 1 (Red) with the message: |cffff0000GAME OVER...
      • Player Group - Add Player 1 (Red) to Losing_Group_Var
      • Player Group - Remove Player 1 (Red) from Winning_Group_Var.
      • Custom script: call DestroyGroup(udg_AllUnits_Red)
      • Set VariableSet AllUnits_Red = (Units owned by Player 1 (Red).)
      • Unit Group - Remove King's Castle 0012 <gen> from AllUnits_Red.
      • Unit Group - Pick every unit in AllUnits_Red and do (Unit - Kill (Picked unit))
      • Unit - Remove King's Tome Library 0686 <gen> from the game
      • Unit - Remove Fountain of Life and Mana 0258 <gen> from the game
      • Unit - Remove King's Vault 0685 <gen> from the game
      • Unit - Remove Gold Mine 0009 <gen> from the game
      • Unit - Remove Gold Mine 0010 <gen> from the game
      • Unit - Remove Queen 0547 <gen> from the game
      • Trigger - Turn off (This trigger)
 
Last edited:
Level 13
Joined
Feb 5, 2018
Messages
567
I guess it doesn't find the point you set. Set the point again in the second trigger before running the camera action.

Since it's a region by the looks of it, should be done nice and easy.
 
Level 21
Joined
Mar 16, 2008
Messages
955
I thought triggers just ran all the commands in that order. The weird part is the Quest Update is displayed but the camera isn't rotating... Hmm.

The camera rotating isn't a huge deal but I'm just confused how triggers actually work. Especially b/t this and my other thread that Uncle helped me with.

o_o

  • Defeat Teal Pt1
    • Events
      • Unit - King's Castle 0038 <gen> Dies
    • Conditions
    • Actions
      • Set VariableSet DefeatCounter = (DefeatCounter + 1)
      • Trigger - Turn off Teal Leaves <gen>
      • Trigger - Turn off Announce King Hero Dead Teal <gen>
      • Custom script: call RemoveLocation(udg_Recent_Dead_Castle_Point_Var)
      • Set VariableSet Recent_Dead_Castle_Point_Var = (Center of Teal Castle <gen>)
      • Set VariableSet Dying_Castle_Cam = Teal Camera <gen>
      • Set VariableSet recent_defeated_king_base = Teal King Stay in <gen>
      • Custom script: call CinematicModeWithoutChangingFog(true, udg_Solo_Group_Teal, bj_CINEMODE_INTERFACEFADE)
      • Player Group - Make Group3Teal treat Group3Teal as an Neutral
      • Cinematic - Send transmission to Solo_Group_Teal from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display Your King's Castle .... Modify duration: Add 300.00 seconds and Don't wait
      • Camera - Apply Dying_Castle_Cam for Player 3 (Teal) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
      • Countdown Timer - Start End_Timer as a One-shot timer that will expire in 1.00 seconds
      • Countdown Timer - Start Defeat_Timer_Teal as a One-shot timer that will expire in 2.00 seconds
      • Trigger - Turn off (This trigger)
  • Defeat Teal Pt2
    • Events
      • Time - Defeat_Timer_Teal expires
    • Conditions
    • Actions
      • Set VariableSet Recent_Dead_Castle_Point_Var = (Center of Teal Castle <gen>)
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 18.00 seconds
      • Quest - Display to (All players) the Quest Completed message: The |cff00ffffSouth...
      • Leaderboard - Change the label for Player 3 (Teal) in Alliances_Leaderboard to Failed King
      • Leaderboard - Change the value for Player 3 (Teal) in Alliances_Leaderboard to 0
      • Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
      • Countdown Timer - Start Defeat_Timer_Teal as a One-shot timer that will expire in 2.00 seconds
      • Trigger - Turn on Defeat Teal Pt3 <gen>
      • Trigger - Turn off (This trigger)
 
Level 21
Joined
Mar 16, 2008
Messages
955
I don't see anything in Object Manager but you suspect there's a <custom script call removerect> hidden somewhere, which custom scripts won't show in OM. I don't remember making one but i'm up to nearly 1100 messy triggers in this map o_o

I quickly looked through each trigger manually and didn't notice anything.

There must be something I'm overlooking. I'm actually not too worried about the camera rotating but I'm just disappointed that I've lost control over this w3m file.

1641540107136.png
 
Level 21
Joined
Mar 16, 2008
Messages
955
Please excuse my double posting.

I'm still confused why this camera rotate action isn't running. To make matters more confusing, the final victory trigger makes players' cameras rotate around the same point variable and it works (below). So I feel like that rules out the accidental <call RemoveRect> theory.

It seems with the early defeat trigger (the one with the problem), it's almost put into a difference instance of the game and all triggers stop running. All the units just stand still instead of leaving the base to go onto other objectives.

  • King Victory Cinematic Start
    • Events
      • Time - End_Timer_Camera expires
    • Conditions
      • DefeatCounter Greater than or equal to 3
      • (Number of players in Black_Group_Var) Equal to 0
    • Actions
      • Unit - Make King's Castle 0012 <gen> Invulnerable
      • Unit - Make King's Castle 0025 <gen> Invulnerable
      • Unit - Make King's Castle 0038 <gen> Invulnerable
      • Unit - Make King's Castle 0051 <gen> Invulnerable
      • Cinematic - Turn cinematic mode On for (All players)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • King_v_Black_Var Equal to 0
        • Then - Actions
          • Camera - Apply Dying_Castle_Cam for Player 1 (Red) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 2 (Blue) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 3 (Teal) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 4 (Purple) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 5 (Yellow) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 6 (Orange) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 7 (Green) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 8 (Pink) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 9 (Gray) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 10 (Light Blue) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 11 (Dark Green) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 12 (Brown) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 17 (Wheat) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 18 (Peach) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 19 (Mint) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 20 (Lavender) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • King_v_Black_Var Equal to 1
        • Then - Actions
          • Camera - Lock camera target for Player 1 (Red) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 2 (Blue) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 3 (Teal) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 4 (Purple) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 5 (Yellow) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 6 (Orange) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 7 (Green) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 8 (Pink) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 9 (Gray) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 10 (Light Blue) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 11 (Dark Green) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 12 (Brown) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 17 (Wheat) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 18 (Peach) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 19 (Mint) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 20 (Lavender) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
      • Environment - Set sky to Lordaeron Summer Sky
      • Wait 1.00 seconds
      • Unit - Change ownership of EmberKnight to Neutral Passive and Retain color
      • Unit - Make EmberKnight Invulnerable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Move EmberKnight instantly to Recent_Dead_Castle_Point_Var
          • Special Effect - Create a special effect attached to the origin of EmberKnight using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Animation - Play (Picked unit)'s victory stand animation)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 4 (Purple) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 5 (Yellow) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 6 (Orange) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 7 (Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 8 (Pink) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 9 (Gray) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 10 (Light Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 11 (Dark Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 12 (Brown) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 17 (Wheat) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 18 (Peach) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 19 (Mint) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 20 (Lavender) over 30.00 seconds
      • Wait 22.00 seconds
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Unit - Order (Picked unit) to Move To Recent_Dead_Castle_Point_Var)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Wait 8.10 seconds
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Animation - Reset (Picked unit)'s animation)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Unit - Order (Picked unit) to Attack-Move To Recent_Dead_Castle_Point_Var)
      • Unit - Make EmberKnight Vulnerable
      • Unit - Change ownership of EmberKnight to Player 21 (Coal) and Retain color
      • Animation - Reset EmberKnight's animation
      • Hero - Set EmberKnight Hero-level to 60, Show level-up graphics
      • Unit - Order EmberKnight to Human Archmage - Mass Teleport YoungRal's House 2 1516 <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Fire Golem 0687 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Remove Divine Shield (Castle) from King's Castle 0012 <gen>
          • Unit - Remove All buffs from King's Castle 0012 <gen>
          • Unit - Make King's Castle 0012 <gen> Invulnerable
          • Unit - Set life of Fire Golem 0687 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Fire Golem 0687 <gen>
          • Unit - Move Fire Golem 0687 <gen> instantly to King_Return_Red
          • Special Effect - Create a special effect attached to the origin of Fire Golem 0687 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Leviathan 0803 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Remove Divine Shield (Castle) from King's Castle 0025 <gen>
          • Unit - Remove All buffs from King's Castle 0025 <gen>
          • Unit - Make King's Castle 0025 <gen> Invulnerable
          • Unit - Set life of Leviathan 0803 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Leviathan 0803 <gen>
          • Unit - Move Leviathan 0803 <gen> instantly to King_Return_Blue
          • Special Effect - Create a special effect attached to the origin of Leviathan 0803 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Storm 0802 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Remove Divine Shield (Castle) from King's Castle 0038 <gen>
          • Unit - Remove All buffs from King's Castle 0038 <gen>
          • Unit - Make King's Castle 0038 <gen> Invulnerable
          • Unit - Set life of Storm 0802 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Storm 0802 <gen>
          • Unit - Move Storm 0802 <gen> instantly to King_Return_Teal
          • Special Effect - Create a special effect attached to the origin of Storm 0802 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Penguin King 0693 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Remove Divine Shield (Castle) from King's Castle 0051 <gen>
          • Unit - Remove All buffs from King's Castle 0051 <gen>
          • Unit - Make King's Castle 0051 <gen> Invulnerable
          • Unit - Set life of Penguin King 0693 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Penguin King 0693 <gen>
          • Unit - Move Penguin King 0693 <gen> instantly to King_Return_Purp
          • Special Effect - Create a special effect attached to the origin of Penguin King 0693 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • Player - Make Neutral Hostile treat Player 21 (Coal) as an Enemy
      • Player - Make Player 21 (Coal) treat Neutral Hostile as an Enemy
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 4 (Purple) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 5 (Yellow) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 6 (Orange) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 7 (Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 8 (Pink) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 9 (Gray) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 10 (Light Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 11 (Dark Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 12 (Brown) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 17 (Wheat) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 18 (Peach) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 19 (Mint) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 20 (Lavender) over 30.00 seconds
      • Wait 30.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Move EmberKnight instantly to Recent_Dead_Castle_Point_Var
          • Special Effect - Create a special effect attached to the origin of EmberKnight using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
          • (Upgrade Six Final Artifacts <gen> is on) Equal to True
        • Then - Actions
          • Hero - Create |cffff0000Artifacts of the Realm|r and give it to EmberKnight
          • Wait 0.10 seconds
        • Else - Actions
      • Unit - Make EmberKnight Vulnerable
      • Unit - Change ownership of EmberKnight to Player 21 (Coal) and Retain color
      • Countdown Timer - Start End_Loop_Timer as a Repeating timer that will expire in 31.00 seconds
      • Wait 1.00 seconds
      • Trigger - Turn off (This trigger)
 
Level 13
Joined
Feb 5, 2018
Messages
567
Well you can link the whole map here for someone to take a look. Or you can debug your triggers by adding text messages or debug messages between actions. To pinpoint the exact issue, you should disable triggers and see if everything else works and after that disable the other half of the triggers and so on.

Personally I think this code looks a bit bloated, im pretty sure you could squeeze your triggers into defeat all players pt1, pt2 and part 3. By using arrays in your variables and playernumber. I honestly think this way it would be easier for you keep a trick of things too. We could also use PlayerGroups for the camera actions and other stuff you might wanna do for the players of your choice. :)
 
Level 21
Joined
Mar 16, 2008
Messages
955
i really appreciate your attention.

I feel bad burdening someone to dig through my mess but if anyone is feeling so generous, here's a link: https://drive.google.com/file/d/10XpKCG3XwftlaRZ7YRCwBCPKmdsXyt1c/view?usp=sharing

i'm not sure everyone is familiar with the kings and knights game mode. It's pretty much a 1v1v1v1, then the rest of the players are mercenary heroes so some players are defeated early, then once someone is defeated amongst the final two, it ends game for all players. It's the early defeat triggers that aren't spinning the camera. like i said, i'm not too worried about the camera actually spinning i'm just bothered that i don't understand.

I think it used to have a ''pick every unit'' after a Wait action, so I added the parts but then got rid of the ''pick every unit'' so then the parts are useless and confusing now. i'll combine them and implement your other ideas to simplify this mess.

A lot of this map was learning for me and wanted to play this game mode. so i pushed it out to make it playable for fun. i look back at some of the earlier parts and already notice big problems, if that makes sense.
 
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