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Making an ally doesn't always work correctly

07-12-2003, 11:02 PM#1
Andy6387
Hi there. I am having a problem with the game i am making. What i am attempting to accomplish by this trigger is that when a player enters a region (selecting either cop or robber) it places them as the ally to everyone else in that playergroup. The problem is, when a person selects the unit, it doesn't always set them as allies to the other people! It works sometimes and sometimes it doesn't. This get's to be a real problem in the game i am creating. My trigger is below, if anyone knows of a better and more effective way to do this i'll be forever greatful and would even be willing to give credit to in my map =P


Quote:
Robber Spawn
Events
Unit - A unit enters Choice Robber <gen>
Conditions
AllowedRobbers Greater than 0
Actions
Set AllowedRobbers = (AllowedRobbers - 1)
Player Group - Add (Owner of (Triggering unit)) to Robber
Player Group - Pick every player in Robber and do (Actions)
Loop - Actions
Set PlayerVariable = (Picked player)
Player Group - Pick every player in Robber and do (Player - Make PlayerVariable treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in Robber and do (Player - Make (Picked player) treat PlayerVariable as an Ally with shared vision)
Unit - Remove (Triggering unit) from the game
Unit - Create 1 Robber for (Owner of (Triggering unit)) at (Random point in Robber Spawn <gen>) facing Default building facing degrees
If (AllowedRobbers Equal to 0) then do (Game - Display to (All players) for 3.00 seconds the text: All the Robbers hav...) else do (Do nothing)
Trigger - Run Leaderboard <gen> (ignoring conditions)
07-13-2003, 12:27 AM#2
CyborgDragon
Maybe this is why
A personenters robber then a person enters before the unit is spawned causing this problem so the trigger has to be disabled so no one can do it until that person is done
07-13-2003, 02:46 AM#3
Andy6387
ack well unfortunately i still have the same problem =\ i added a turn off trigger at the beginning and a turn on at the end, however it still ahs the same problem as before
07-13-2003, 08:49 AM#4
Guest
Your trigger seemes to be really messed up.
I've added comment next to the trigger functions:

Events
Unit - A unit enters Choice Robber <gen>

Conditions
AllowedRobbers Greater than 0 -(what does Allowedrobbers stand for?)-

Actions

Set AllowedRobbers = (AllowedRobbers - 1)

Player Group - Add (Owner of (Triggering unit)) to Robber
Player Group - Pick every player in Robber and do (Actions)

Loop - Actions

Set PlayerVariable = (Picked player)
-(I'm assuming playervariable is not a playergroup but just a playervariable)-
-(cause you can't assign multiple players to a playervariable I'm assuming 'robber' now only consist of 'owner of triggering unit')-

HINT: If u assign multiple players to a playervariable the computer randomly picks one of the players u assigned.

Player Group - Pick every player in Robber -(which is the owner is triggering unit)-
and do (Player - Make PlayerVariable -(which also is the owner is triggering unit)-
treat (Picked player) -(himself!)-
as an Ally with shared vision)

Player Group - Pick every player in Robber -(which is the owner is triggering unit)-
and do (Player - Make (Picked player) -(which is the owner is triggering unit)-
treat PlayerVariable -(which is the owner is triggering unit) -as an Ally with shared vision)

Unit - Remove (Triggering unit) from the game

Unit - Create 1 Robber for (Owner of (Triggering unit)) at (Random point in Robber Spawn <gen> ) facing Default building facing degrees

If (AllowedRobbers Equal to 0) then do (Game - Display to (All players) for 3.00 seconds the text: All the Robbers hav...) else do (Do nothing)

Trigger - Run Leaderboard <gen> (ignoring conditions
07-14-2003, 01:04 AM#5
Andy6387
I see what my problem is in your post, however i have absolutely no idea how i would go about fixing this problem. I hate begging for help when i have not made any contribution myself, but this one thing has had me stumped for over 3 days =\
07-14-2003, 05:16 AM#6
Guest
You might want to try this:

Robber Spawn
Events
Unit - A unit enters Choice Robber <gen>
Conditions
AllowedRobbers Greater than 0
Actions
Set AllowedRobbers = (AllowedRobbers - 1)

Player Group - Pick every player in Robber and do (Player - Make (Owner of (Triggering Unit)) treat (Picked player) as an Ally with shared vision)

Player Group - Pick every player in Robber and do (Player - Make (Picked player) treat (Owner of (Triggering Unit)) as an Ally with shared vision)

Player Group - Add (Owner of (Triggering unit)) to Robber

Unit - Remove (Triggering unit) from the game

Unit - Create 1 Robber for (Owner of (Triggering unit)) at (Random point in Robber Spawn <gen> ) facing Default building facing degrees

If (AllowedRobbers Equal to 0) then do (Game - Display to (All players) for 3.00 seconds the text: All the Robbers hav...) else do (Do nothing)
07-14-2003, 08:03 AM#7
Guest
If you could send me your map I could try and fix your problem.
Cause the trigger you posted doesn't really show me what you want to accomplish. Triggers are my field so I think fixing it won't be a problem.