When I put in the triggers, "Create 1 'unit'" it created 2. It always creates double the amount that I want created.
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I guess you have the trigger assigned to a force or all players, in which case there are multiple copies of the trigger.
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just make sure u put it on "player 1-8"
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It depends. If it's set to more than 1 player and it creates the unit for a specific player, like Player 1, then it'll make multiple units if the other players in the trigger are present.
It shouldn't do it if it's set to Current Player.
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Wow, I'm retarded. Anyway, another question for bounds. When you bring your bounder to the next level how do you disable the previous obstacle?
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Have each obstacle only run if a switch/counter is set, and clear the switch/counter and set the next one after you beat the level.
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Can you give me the triggers for that? I've seen the switches things in different bounds but I don't know how it works.
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Each obstacle has a number. A counter controls which one is active. When an obstacle is beaten the counter goes up by one, which ends the last obstacle and starts the next one.
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Ooooh! I get it! Thx for the help but now for my second obstacle of my bound has a wait problem....
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it may have a wait problem at the start of the next level, if there is no delay between the two levels. the waits in that level and the next level will block each other temporarily.
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I'm saying like the explosion/death thingy for the bound isn't happening at the right time. It's delayed for a looong time and if I don't put any waits. It's just like a million guys spawning and dieing right when I spawn. Check the map and see if you can find my error.
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The hypers are assigned to All Players. AKA Massive wait blocks.
Take them off All Players and put them on Force 1. That should work as long as you don't use waits with those players.
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The waits use to be on Force 1, then I put them on for All Players. Also, how would they be massive if they're waits of 0 milliseconds. And it's the second obstacle that's having the problems just FYI.
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The waits use to be on Force 1, then I put them on for All Players. Also, how would they be massive if they're waits of 0 milliseconds. And it's the second obstacle that's having the problems just FYI.
A wait 0 does not wait 0 milliseconds. That is no time at all. For whatever reason, they ends up waiting about 84 milliseconds instead. (on fastest)
If you have lots of these waits running and blocking each other all the time, other waits can end up with long delays.
The waits in higher triggers have a sort of priority. The reason the first obstacle trigger isn't having a problem is because it's actually above the hyper triggers. You could fix the second one by moving it up there too.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
The waits in higher triggers have a sort of priority. The reason the first obstacle trigger isn't having a problem is because it's actually above the hyper triggers. You could fix the second one by moving it up there too.
This method of fixing sounds familiar, lawl
I can't put both of them in front of the hypers, I put the second one first but now the first one is a bit slower.
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If I put the second obstacle before the first, the first obstacle has wait problems! HELP ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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