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That's exactly what I'm talking about! We need to display a message indicating that the script loading is complete! :smile29:
I doubt that's possible. For example, [Add|Remove][Object|Hero]Creatures immediately returns control to the main thread after being called. But the slowdowns continue, and there's no way to determine when they will end. I don't know about other functions.
Maybe, SetObjectEnabled / HERO_TOUCH_TRIGGER has a negative effect on heroes. After all, the trigger was added in 3.1, which means that no one has fixed the bugs found during its existence.
I tried without it. The result is the same.
Added 58 seconds ago psatkha
That's what I'm saying! We need to display a message about the completion of script loading! :smile29:
Scripts load almost immediately, but many secondary threads are called. This is impossible.
Added 5 minutes ago RedHeavenHero
It may also be that a function like AddObjectCreatures slows down and partially blocks the interface (as in RM).
I checked these functions (AddHeroCreatures), and the result is the same.
When does this bug usually occur? I read somewhere that it happens on the 1st day of the game.
It usually happens on a map with 8 players. It doesn't always happen. It's more noticeable on the 1st turn, then it sometimes disappears, and sometimes it doesn't. It also disappears if you access the hero interface using a keyboard shortcut, but again, not always. And sometimes, it can be fixed for one player, but the bug disappears for everyone.
It usually happens on a map with 8 players. It doesn't always happen. It's more noticeable on the 1st turn, then it sometimes disappears, and sometimes it doesn't appear at all. It also disappears if you enter the hero interface using a quick key on the keyboard, but again, not always. Moreover, it might work for one player, but the bug disappears for everyone.
For now, there are no more ideas about this. The bug isn't that serious.
In the video about Dungeon, a bug was caught with Olhar: his bonus differs in the city garrison and in the gates.
Added 15 minutes later Or is this normal behavior? Then it should be stated more clearly in the ability description. The specialization triggering when being in the gates is still more intuitive.
I don't have any more ideas about this for now. The bug isn't that serious.
In the video about Dungeon, a bug was found with Olhar: the bonus differs in the city garrison and in the gates.
Added 15 minutes later Is this normal behavior? Then it needs to be stated more clearly in the specialization description. The specialization triggering when in the gates is more intuitive.
I can't check it right now.
These lines raise some questions for me:
```
local x,y,p = 0;
if IsObjectExists("Olhar") == true then
x,y,p = GetObjectPosition("Olhar");
end;
if GetHeroTown("Olhar") ~= nil then
p = 1;
end;
```
1. `local x, y, p = 0;` is equivalent to:
```
local x = 0
local y = nil
local p = nil
```
and not:
```
local x = 0
local y = 0
local p = 0
```
2. In a function that is only called for a living hero, its existence is checked in a non-trivial way (using `IsHeroAlive`). Why?
3. The function that provides the town's name instead of the hero's name (when the hero is in the town) is not used, which could lead to an error in `GetObjectPosition`.
P.S. I checked it using build 76.
3. The function that assigns the city's name instead of the hero's name when the hero is in the city is not used, which could cause GetObjectPosition to throw an error.
if IsObjectExists("Olhar") == true then x,y,p = GetObjectPosition("Olhar"); end;
There will be no error: If the hero is in the city, then IsObjectExists("Olhar") ~= true, therefore, GetObjectPosition("Olhar") will not be called.
Added 1 minute ago RedHeavenHero
1. local x, y, p = 0; -- is equivalent to -- local x = 0 local y = nil local p = nil -- and not -- local x = 0 local y = 0 local p = 0
I'll keep that in mind, but in this case, it's not important.
Why debug Olhar?
In the video, I mentioned the following comment:
Dyrman Freeman
Olhar has a bug with displaying stats. In reality, everything works exactly as described in the specifications. To check, simply enter the castle and go to the gate to see the hero.
Added 2 minutes later RedHeavenHero
IsObjectExists for a living hero will return 1 (true) even if he is in the city. I ran into this myself.
Then it's strange why x,y,p = GetObjectPosition("Olhar"); doesn't cause an error.
Just check the console.
It would just be better if Olhar received a defense bonus at the city gates.
He already receives a bonus.
I repeat: when you enter the interface of the hero himself, and not look at the stats of his creatures on the city screen, it shows everything correctly (both for the creatures and for the hero). After you exit the hero interface, the creature stats on the city screen are already in order.
Added 4 minutes later I think we need to find out what function is responsible for the "F5" display of stats or something else.