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Well, when the players found each other, whatever unit it was, it showed that was dropped.
I changed this (script for the mineral glow): CodeArbiterTribunalBuilt: playfram 0 waitrand 2 5 playfram 1 waitrand 2 5 playfram 2 waitrand 2 5 playfram 3 waitrand 8 12 playfram 2 waitrand 3 5 playfram 1 waitrand 3 5 playfram 0 waitrand 3 6 goto ArbiterTribunalBuilt to this: CodeArbiterTribunalBuilt: playfram 0 wait 4 playfram 1 wait 3 playfram 2 wait 4 playfram 3 wait 10 playfram 2 wait 4 playfram 1 wait 3 playfram 0 wait 5 goto ArbiterTribunalBuilt Now it works! I suppose its because it starts with a randomizer, but i don`t know. ![]() ![]() ![]() ![]() ![]() ![]() |
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As far as I can remember, anything that shows up in the fog of war can't have random waits. I haven't looked deeply into it before, but I assume it's because SC is optimized not to actually do any physical updating to them if you can't see them. I think the random seed gets out of sync between computers that way. I'll take some time someday to look at it and see if my theory is right.
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