PlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsSendDebugTransmission(((Text((Pickedplayer)))+" got there (active)"))PlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Controllerofplayer(Pickedplayer))==User(Controllerofplayer(Pickedplayer))==ComputerThenSendDebugTransmission(((Text((Pickedplayer)))+" got there"))
Two very simple actions. These are run at start-up in an otherwise unnoteworthy map. Melee Options for victory/defeat are disabled.
I set up a BNet lobby. Players 2, 3, and 4 are AI. I receive "1 got there (active)" and "1 got there" and the same messages for any players that were set up in the Player Properties menu in the editor, before opening the lobby. (Any predetermined AI, or Hostile players.)
However, any AI that are added in the lobby by the lobby host are not picked up by these actions. This is a very simple thing that worked up until recently, but I've also changed a great deal of things. Is anyone else experiencing this problem?
I would appreciate any help. Thanks.
edit: jesus christ the internet on my campus is acting up. sigh... quadruple post... what the hell, internet...
Two very simple actions. These are run at start-up in an otherwise unnoteworthy map. Melee Options for victory/defeat are disabled.
I set up a BNet lobby. Players 2, 3, and 4 are AI. I receive "1 got there (active)" and "1 got there" and the same messages for any players that were set up in the Player Properties menu in the editor, before opening the lobby. (Any predetermined AI, or Hostile players.)
However, any AI that are added in the lobby by the lobby host are not picked up by these actions. This is a very simple thing that worked up until recently, but I've also changed a great deal of things. Is anyone else experiencing this problem?
I would appreciate any help. Thanks.
edit: jesus christ the internet on my campus is acting up. sigh... quadruple post... what the hell, internet...