| 05-20-2003, 08:15 PM | #1 |
I am making a game and a big problem is that I want it so if either Player 2 or Player 3 leaves the game Player 1 would get control of them. Also if they were never in the game at all Player 1 would get control of his units. Also, the main way units are gained in the game are through triggers if that matters. I'm glad the boards are back up again:ggani: |
| 05-20-2003, 08:28 PM | #2 |
Guest | you can either pick every unit owned by that player and change owner or make them allies with shared vision and full unit control. |
| 05-20-2003, 08:53 PM | #3 |
full share unit control. |
| 05-21-2003, 02:40 PM | #4 |
I don't know what triggers to do exactly, could you just post what I need? Earth-Fury, I like your new avatar:gsmile: |
| 05-21-2003, 06:48 PM | #5 |
Any one? I really want to finish my Sim Ant map and get more work on my cinimatic map. |
| 05-21-2003, 08:17 PM | #6 |
if selected player leaves game give full control to player X i thinks thats it |
| 05-21-2003, 10:23 PM | #7 |
What Event would I use? I can't think of one that would work. (Bad head ache, hard to think:() |
| 05-21-2003, 10:58 PM | #8 |
Use the "Player Defeat" event for when players leave the game. |
| 05-21-2003, 11:08 PM | #9 |
I thought that would work, but what would the Event be for a player that was never in the game to start with? I posted this topic a few days before the site went down, and I thought "Well, it will be there tommarow" so the next day I was likeemote_sweat. |
| 05-21-2003, 11:14 PM | #10 |
You'll need to use the Condition: - - - Player Slot Status Comparrison - - - Use whatever event you want for that. Probably elapsed time equal to 2 seconds or so. |
| 05-21-2003, 11:31 PM | #11 |
But what if they leave mid game, not just in at the start. That's my problem. |
| 05-22-2003, 12:47 AM | #12 |
Code:
Events: Every 1.00 sec of game Conditions: -none- Actions: If ( Player [1] is equil to has left the game) do (Make Player [1] treat Player [#] as (an ally with full shared unitcontrol)) to make him treat all players as ally with full shared unti control, you will need two trigges: Code:
Events:
Every 1.00 sec of game
Conditions:
-none-
Actions:
For eatch intiger a from 1 to {# of player slots} do run (trigger 2)Code:
Events: Every 1.00 sec of game Conditions: -none- Actions: If ( Player [#] is equil to has left the game) do (Make Player [1] treat Player [Intiger a] as (an ally with full shared unitcontrol)) repeat the if changing the # for every player slot. EDIT: i like my new avy too |
| 05-22-2003, 01:50 AM | #13 |
Guest | Why wouldnt you just do: Code:
Events: Every 1.00 sec of game Conditions: -none- Actions: For eatch intiger a from 1 to [# of player slots] do If [ Player [#] is equil to has left the game] do [Make Player [1] treat Player [Intiger a] as [an ally with full shared unitcontrol]] |
| 05-22-2003, 06:24 AM | #14 |
darn. lol i forgot you could do it in just one.. lol damn u and ur umm... logic? |
| 05-22-2003, 01:24 PM | #15 |
Would this just work? It seems like it would... Code:
Event: Time - Perodic Time; Every 1 Seconds of the game Condiction: Player Slot Status Comparisen; (Player2 (Blue) slot status) Equal to Is Unused Action: Game - Share Vision and Full Unit Control With Team; Grant Shared vision and full shared unit control of Player 2 units with his/her allies Sorry. I am new to more advance triggers like these. EDIT: And add Trigger Off at the end. |
