| 01-10-2004, 06:31 AM | #1 |
If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused) Then - Actions Game - Display to (All players) the text: Second Player Not D... Set SinglePlayer = True Else - Actions Game - Display to (All players) the text: Second Player Detec... When I create a game (single player) it displays the text: Second Player Detected And the switch is not flipped. Obviously there is no second player so what going on? Any ideas? Thanks. |
| 01-10-2004, 06:52 AM | #2 |
Is unused means not set to anything in Player Properties, I think you need to use player controller comparison instead (None). |
| 01-11-2004, 12:05 AM | #3 |
Thats a no go on that idea Grater. Any other suggestions? Thanks. |
| 01-11-2004, 12:22 AM | #4 |
what are the events and conditions of you trigger. If all it is is just an if-then statement with no events, then of course it isn't going to be triggered. |
| 01-11-2004, 12:40 AM | #5 |
All other parts of the triger don't matter. If you read the post you would see I wrote: "When I create a game (single player) it displays the text: Second Player Detected" Which means the trigger is firing but it also means that the game is detecting a player 2, which is set in player properties as user. Its a single player game so whats going on? |
| 01-11-2004, 12:46 AM | #6 |
Why don't you change your trigger so that instead of defaulting to 2-player, it defaults to 1-player, and the trigger switches to 2-player when it finds a second player...? Might be easier. |
| 01-11-2004, 01:17 AM | #7 | |
Quote:
This is actually what I have going now and its fine for single player, the rest of the game continues to work, but I still need a working means to detect a second player. Perhaps this is a fluke because I'm almost positive this is the same trigger I used once before and it worked fine. |
