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Random player

02-22-2005, 06:22 AM#1
pigchow777
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
Raptor--
Quote:
Originally Posted by pigchow777
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

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 units

again 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
Anitarf
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
pigchow777
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
Anitarf
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
pigchow777
yessum lol. Sorry for that.