| 12-24-2002, 05:58 AM | #1 |
Guest | I'm having trouble trying to get this trigger to work. What I'm trying to do is. Have a player select a nuetral unit and have that "triggering player" recieve control of that unit. -Events <unit> is selected -Conditions -Action Change Ownership of <unit> to <triggering player> I'm assuming triggering player is the player who selected the unit. But it's not working so if someone could help me out thanks. |
| 12-24-2002, 06:00 AM | #2 |
Guest | That should work. |
| 12-24-2002, 06:07 AM | #3 |
Guest | It won't recognize me as the <triggering player>. It does however creates or gives control of the selected unit to itself (player 11). So that might possibly mean that it is recongnizing the unit owner as the triggering player... or it could just be a logical error. |
| 12-24-2002, 06:23 AM | #4 |
Guest | I believe that since the Unit is the triggering variable, the player controlling that variable is the triggering player |
| 12-24-2002, 07:51 AM | #5 |
Guest | I sure hope that's not the case because I would be stuck. However, since the event is base around any player selecting that unit I would be hoping it'd consider the clicking player the triggering unit. Gah! I'm at a lost. I could have finished so much of the map instead I had to be stubborn and try and figure this out. |
| 12-24-2002, 07:54 AM | #6 |
Why not Player 1 selects a unit Pick every unit currently selected by player 1 and do give unit to player 1 Thats a bit long, but its just something i thought of right off the top of my head. And you gotta make one for every player, so thats kinda a drawback too. |
| 12-24-2002, 08:06 AM | #7 |
I think if you created an event for every player in the game, player 1 selects a unit player 2 selects a unit player 3 selects a unit etc and then do "give unit to triggering player" it should work |
| 12-24-2002, 01:13 PM | #8 |
Guest | i wanted a more efficient and robust trigger... i could do it the long way but for some reason i want it in as few events/actions as possible. maybe it's a programmer thing... i just started screwing around with the editor. i'll try some of these ideas though thanks. |
| 12-24-2002, 02:26 PM | #9 |
Din's way should work. And im not sure what you mean by robust, since most triggers arent that robust, except for kaggz way to keep the camera locked on the unit.:ggani: Just do it the long way, since it normally happens to be the fastest way. |
| 12-25-2002, 12:18 AM | #10 |
Guest | i meant robust as in any player can use the same trigger as oppose to a seperate trigger for every player. I really wish that was available but oh well. |
| 12-25-2002, 01:18 AM | #11 |
Use Owner of Triggering Unit maybe? |
| 12-25-2002, 02:07 AM | #12 |
Guest | Owner of Triggering Unit is still the owner of the unit and not the person who clicked on that unit. I just tried it and it's still not working for me. |
| 12-25-2002, 04:39 AM | #13 | |
Quote:
Actually, you can do my way in only one trigger. Just put an event for every player in the game, and a action referring to "Triggering Player" |
| 12-25-2002, 06:21 PM | #14 |
Guest | Well maybe I've gotten the definition of triggering player all wrong. What is the purpose of triggering player? The way I see it is... if I have to go the "Player # Selects Unit - Change Owner to Player #" then I wouldn't need triggering player at all. Then I'd possibly have 12 triggers doing what maybe one trigger could have done. |
| 12-25-2002, 06:34 PM | #15 |
Guest | Okay I got it to work. I now have one trigger that accommodates any and all players selecting any unit. It might still have problems though because I haven't tried it with multiple people yet but I'll be testing more. |
