The 'player leaves' part works, however the 'player dies' one does not
variables:
Player Dies 1 = 0 <Integer>
Player Dies 2 = 0 <Integer>
Player Dies 3 = 0 <Integer>
Player Dies 4 = 0 <Integer>
Player Dies 5 = 0 <Integer>
I have this for all 5 players in separate triggers each set to a different carrier and the numbers and regions properly changed.
Player 1 Dies
Events
Unit - Special Ops Carrier [63.23, 52.03] dies
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Variable - Set Player Dies 1 = 1
same with this
Player 1 Leaves
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Playerint = 0 <Integer>
Conditions
Or
Conditions
(1 is in (Active Players)) == false
(Abs(Player Dies 1)) == 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(1 is in (Active Players)) == false
Then
Unit Group - Pick each unit in (Any units in Player 1 Kill owned by player 6 matching (No Value), with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
yet the Player dies part does not work, help please!
are you sure this does what I want? What I'm after say Player 2's carrier dies, I want to Kill all of player 6's units in the kill zone, and do a single kill of all of player 6s units in the base area, I don't want to kill all units anywhere because then the computer can't continue attacking the other 4 players...
Player Dies/Leaves
Events
Player - Player Any Player leaves the game with Any
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 5, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player (Triggering player)) != Playing
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Special Ops Carrier [63.23, 52.03]
Then
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
yeah that doesn't work either. I ONLY want the 'in base' one to fire the moment the carrier is destroyed then stop. I want the other one to be continuous.
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The 'player leaves' part works, however the 'player dies' one does not
variables:
Player Dies 1 = 0 <Integer>
Player Dies 2 = 0 <Integer>
Player Dies 3 = 0 <Integer>
Player Dies 4 = 0 <Integer>
Player Dies 5 = 0 <Integer>
I have this for all 5 players in separate triggers each set to a different carrier and the numbers and regions properly changed.
Player 1 Dies
Events
Unit - Special Ops Carrier [63.23, 52.03] dies
Local Variables
Conditions
Actions
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Variable - Set Player Dies 1 = 1
same with this
Player 1 Leaves
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Playerint = 0 <Integer>
Conditions
Or
Conditions
(1 is in (Active Players)) == false
(Abs(Player Dies 1)) == 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(1 is in (Active Players)) == false
Then
Unit Group - Pick each unit in (Any units in Player 1 Kill owned by player 6 matching (No Value), with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
yet the Player dies part does not work, help please!
@Garrash: Go
Im pretty sure this trigger would be sufficient enough for your needs
@DarkFireDragoon:
both events don't have to happen for this to fire right?
@Garrash: Go
Yes , thats considered "OR" for the events
@DarkFireDragoon:
are you sure this does what I want? What I'm after say Player 2's carrier dies, I want to Kill all of player 6's units in the kill zone, and do a single kill of all of player 6s units in the base area, I don't want to kill all units anywhere because then the computer can't continue attacking the other 4 players...
If there is a set kill zone for each players area, set a local variable array for the kill zone regions in Darkfires trigger.
killzone[0] with size 6
"Pick each unit in (Entire Map)..."
"Pick each unit in (Killzone[pIndex])..."
@XratedSippycup:
isn't that what I did in my initial trigger?
So this will do BOTH things? Correct?
Player Dies/Leaves
Events
Player - Player Any Player leaves the game with Any
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 5, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player (Triggering player)) != Playing
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == Special Ops Carrier [63.23, 52.03]
Then
Unit Group - Pick each unit in (Any units in Base Kill 1 owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Else
@Garrash:
yeah that doesn't work either. I ONLY want the 'in base' one to fire the moment the carrier is destroyed then stop. I want the other one to be continuous.