| 12-02-2004, 05:32 AM | #1 |
I made a map similar to a footman wars, but better. I made a simple trigger to remove every unit from every player that is not at the time playing, and remove that player from the player group "alive". I created this trigger: Code:
Events:
Elapsed game time is 10 seconds.
Conditions:
<none>
Events:
Pick every player matching if matching player's slot status not equal to is playing, do actions.
-Pick every unit owned by picked player and remove picked unit.
-Remove picked player from "alive". |
| 12-02-2004, 04:38 PM | #2 |
Try checking every player individually, or using a loop for all players. Those triggers are very iffy...had problems with them before. |
| 12-02-2004, 09:47 PM | #3 |
you cannot use pick every unit inside pick every player loop. Didnt check, but, I guess they use same variables. It would end up like a integer a loop inside an integer a loop... |
| 12-02-2004, 09:58 PM | #4 | |
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| 12-03-2004, 10:33 AM | #5 | |
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| 12-03-2004, 12:02 PM | #6 |
Guest | Certain loops at certain points abort or don't execute at all for no reason. Some time a for loop executes only once before aborting. Some time it executes 13 times before aborting (I am confused, yay) We just have to adjust our method to please Warcraft XD |
| 12-03-2004, 12:23 PM | #7 |
if you have a problem with big loops stopping unfinished, just put the actions of the loop inside another trigger. That will solve the problem |
| 12-03-2004, 03:21 PM | #8 | |
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| 12-03-2004, 03:57 PM | #9 |
right, but doesnt GetEnumUnit() and GetEnumPlayer() use some kind of variable to check the "number" of the unit it is at? I mean, the function GetEnumUnit() just returns some variable of a unit iguess, but the unit group loop has to set the variable to a value, and it has to know at which point in the group it is right? |
