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Player Takes Control

08-14-2008, 12:34 PM#1
Archi
I figured I should create a new thread for this question.
I appreciate the help I've gotten so far, and I hope it doesn't stop here

I've used the search function for this one. But without any luck :(

What I'm trying to create this time is this:
  • A way for a player to take control over another players units etc. if he or she leaves the game - from the same team that is! I dont want the opposite team to suddenly gain control over their enemy's units.
  • When the game begins I need a method for making a player gain control over another player's units etc. if the player is missing (empty slot).
Thanks in advance!
08-14-2008, 12:47 PM#2
Themerion
The unit-by-unit ability way:

Trigger:
Untitled Trigger 001
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Take Leaver's Unit
((Owner of (Target unit of ability being cast)) slot status) Not equal to Is playing
((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to True
Collapse Actions
Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
08-14-2008, 12:49 PM#3
Fledermaus
Trigger:
Leaver
Collapse Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 12, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Triggering player) is an ally of (Player((Integer A)))) Equal to True
Collapse Then - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision and full shared units
Else - Actions

Trigger:
Map Init
Collapse Events
Map initialization
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to 6, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Player((Integer A))) slot status) Equal to Is unused
Collapse Then - Actions
Collapse For each (Integer B) from 1 to 6, do (Actions)
Collapse Loop - Actions
Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision and full shared units
Else - Actions
Collapse For each (Integer A) from 7 to 12, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Player((Integer A))) slot status) Equal to Is unused
Collapse Then - Actions
Collapse For each (Integer B) from 7 to 12, do (Actions)
Collapse Loop - Actions
Player - Make (Player((Integer A))) treat (Player((Integer B))) as an Ally with shared vision and full shared units
Else - Actions