| 02-22-2005, 06:22 AM | #1 |
Arg im havin trouble, doesnt work Events Map initialization Conditions Actions Player Group - Add Player 6 (Orange) to Players Player Group - Add Player 7 (Green) to Players Player Group - Add Player 4 (Purple) to Players Player Group - Add Player 5 (Yellow) to Players Player Group - Add Player 1 (Red) to Players Player Group - Add Player 3 (Teal) to Players Wait 0.01 seconds If ((Player 1 (Red) slot status) Not equal to Is playing) then do (Player Group - Remove Player 1 (Red) from Players) else do (Do nothing) If ((Player 3 (Teal) slot status) Not equal to Is playing) then do (Player Group - Remove Player 3 (Teal) from Players) else do (Do nothing) If ((Player 4 (Purple) slot status) Not equal to Is playing) then do (Player Group - Remove Player 4 (Purple) from Players) else do (Do nothing) If ((Player 5 (Yellow) slot status) Not equal to Is playing) then do (Player Group - Remove Player 5 (Yellow) from Players) else do (Do nothing) If ((Player 6 (Orange) slot status) Not equal to Is playing) then do (Player Group - Remove Player 6 (Orange) from Players) else do (Do nothing) If ((Player 7 (Green) slot status) Not equal to Is playing) then do (Player Group - Remove Player 7 (Green) from Players) else do (Do nothing) Wait 0.01 seconds Set Corrupt = (Random player from Players) Events Map initialization Conditions Actions Wait 2.00 seconds Game - Display to (All players matching ((Matching player) Equal to Corrupt)) the text: You Are Corrupted B... Player - Make Corrupt treat Player 2 (Blue) as an Ally with shared vision Player - Make Corrupt treat Player 12 (Brown) as an Ally with shared vision and full shared units |
| 02-22-2005, 07:30 AM | #2 | |
Quote:
well i can't be exactly sure, but somethings u could really optimize... the first trigger can be condensed to roughly Code:
Events
Map initialization
Conditions
Actions
For (integer A) = 1 to 7 do
If (integer A) not equal to 2 AND ((Convert Player Index(integer A) slot status) equal to Is playing) then
Player Group - Add (Convert Player Index(integer A)) to Players
endif
endloop
Set Corrupt = (Random player from Players)and the second may or may not show the message, i'm not sure, its better just to change it to Code:
Events
Elapsed time 2 seconds
Conditions
Actions
Game - Display to (Corrupt)) the text: You Are Corrupted B...
Player - Make Corrupt treat Player 2 (Blue) as an Ally with shared vision
Player - Make Corrupt treat Player 12 (Brown) as an Ally with shared vision and full shared unitsagain from a brief look all i can ascertain is the waits might mess things up and possibly the second trigger being on map init |
| 02-22-2005, 09:27 AM | #3 |
What part doesn't work, exactly? What aren't the triggers doing that you are expecting them to do? |
| 02-22-2005, 04:33 PM | #4 |
well thank u for optimization advice but i just did a small mess up, i didnt fully deal with allying the player right, my mistake, thank you anyways =) |
| 02-22-2005, 05:12 PM | #5 |
I'm just guessing, you allied the corrupt with the other 2 players, but you didn't ally them with corrupt? :) |
| 02-22-2005, 05:46 PM | #6 |
yessum lol. Sorry for that. |
