Sooo...Ive triggered, Create actor-rain large emitter, at point (random point in ( playable map area). But...Its keep creating it at the exact same spot o.o
Fixed random seed, Disabled/enabled, Makes no difference.
well, i dont know a way to fix it, but i have an idea for a workaround: Point (0,0) with offset ((random real/integer between 0 and (highest X coordinate)),(Random real/integer between 0 and (highest Y coordinate))
Im pretty sure random integers work (havent ever checked whether random real exists, but i think it should) so this would get the same effect as a random point :)
Hmmm... Does it mean the "random point" is actually a "random point between each pre-placed point in the terrain", then? That could explain the error if you have no point placed in the map, which would mean it can't find a "random point" in the list if the list is empty (thus creating the emitter at the center of the map by default... or is it the top-left corner?).
I had a similar problem in the wc3 engine last time. I recall when i tried it online, it was random. It could be that the generated random seed depends on the calculations going on in the processor. Offline, the calculations will always be the same, But online with data packet transfers between clients, they are a little jumbled. Best way to find out is to do a test online i suppose.
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Sooo...Ive triggered, Create actor-rain large emitter, at point (random point in ( playable map area). But...Its keep creating it at the exact same spot o.o
Fixed random seed, Disabled/enabled, Makes no difference.
@EternalWraith: Go
maybe cuz of the editor test thing?
try it on b.net :P
well, i dont know a way to fix it, but i have an idea for a workaround: Point (0,0) with offset ((random real/integer between 0 and (highest X coordinate)),(Random real/integer between 0 and (highest Y coordinate))
Im pretty sure random integers work (havent ever checked whether random real exists, but i think it should) so this would get the same effect as a random point :)
Hmmm... Does it mean the "random point" is actually a "random point between each pre-placed point in the terrain", then? That could explain the error if you have no point placed in the map, which would mean it can't find a "random point" in the list if the list is empty (thus creating the emitter at the center of the map by default... or is it the top-left corner?).
I had a similar problem in the wc3 engine last time. I recall when i tried it online, it was random. It could be that the generated random seed depends on the calculations going on in the processor. Offline, the calculations will always be the same, But online with data packet transfers between clients, they are a little jumbled. Best way to find out is to do a test online i suppose.