| 11-08-2004, 08:21 PM | #1 |
It should be something like this : 10 units spawn in region, catapults fire wildly at the players, last unit standing gets 1 unit created at another region, please help me with this... i having a hard time doing so that last player standing create 1 unit!!! |
| 11-08-2004, 09:21 PM | #2 |
When a unit owned by player X, set "Players left" variable -1, when it's down to 1, the variable, (You check it in the same trigger as you set it -1, AFTER you're set it -1 btw), you create the unit for the owner of the unit in the region where the others died. |
| 11-09-2004, 09:30 AM | #3 |
Or you could do this: First trigger checks in a loop for the number of units in a region and if that number is 1 (or whatever) it runs the second trigger (which creates units or whatever) and turns then turns off |
| 11-09-2004, 12:56 PM | #4 |
... Which I won't suggest because it creates unessecary lagg. |
| 11-10-2004, 05:31 AM | #5 |
well, i use this trigger : Code:
Mad Chieftains Win System
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Tauren Chieftain
(Mad Chieftains View <gen> contains (Dying unit)) Equal to True
Actions
Set RegionCountInteger = 0
Unit Group - Pick every unit in (Units in Mad Chieftains View <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Killing unit)) Greater than 0.00
Then - Actions
Set RegionCountInteger = (RegionCountInteger + 1)
Set RegionUnit = (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RegionCountInteger Equal to 1
Then - Actions
Unit - Create 1 Footman for (Owner of (Killing unit)) at (Center of Point Counter <gen>) facing Default building facing (270.0) degrees
Else - Actionsbut it doesnt seem to work, what wrong? |
| 11-10-2004, 09:36 AM | #6 |
Well.. you're picking everyone but you're checking for the killing unit... Killing unit should be picked unit, shouldn't it? (Not in the last If/Then/Else though!) And you should use a boolean comparsion, not a real (Life) comparsion. "(Picked Unit) equal to Alive". |
| 11-10-2004, 01:20 PM | #7 |
aint this if its only 2 players?!? well i got it to work :D, but one more question.... if the units aint going to kill each other, but killed by players that cant win (in this case brown) then what am i doint wrong in this code : Code:
Wild Catapults Win System
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Wisp
(Wild Catapults View <gen> contains (Dying unit)) Equal to True
Actions
Set RegionCountInteger = 0
Unit Group - Pick every unit in (Units in Wild Catapults View <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Picked unit)) Greater than 0.00
Then - Actions
Set RegionCountInteger = (RegionCountInteger + 1)
Set RegionUnit = (Picked unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RegionCountInteger Equal to 1
Then - Actions
Unit - Create 1 Footman for (Owner of (Killing unit)) at (Center of Point Counter <gen>) facing Default building facing (270.0) degrees
Else - Actions |
| 11-10-2004, 05:56 PM | #8 |
Add another condition, check the player, if it's one of the non-playing (Say player 12) then the IfThenElse won't run for the picked unit. You with me? |
| 11-10-2004, 06:44 PM | #9 |
no not really, please go in details... would be alot better.... tell me what to change and tell me what to add... and player 11 shouldnt be there either :D |
| 11-11-2004, 05:36 AM | #10 |
Add these two conditions; (Picked player) not equal to Player 11 (Picked player) not equal to Player 12 Player comparsion I think, it's one of the Player - anyway. |
| 11-11-2004, 06:09 AM | #11 | |
Quote:
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