I have been struggling with these triggers, there are sixteen of them in all for when players leave the game. Previous forum posts state that the "player leaves with any" event has been fixed. This has not proven true for my map. Here are sample triggers. There is one for when a player leaves and one for giving his units to another player based on moving a probe into a colored area. The giving trigger will fire but not the leaving one.
I know for certain that it doesn't fire, the units are neither given to the dummy players nor does it show up as firing in the trigger debugger when I solo test them. Its been very frustrating. When one particular player leaves, it should end the game. If I can get this ironed out I think I am ready for some live stuff.
Player - Player (Owner of Monolith [1.00, 255.00]) leaves the game with Any
Why are you referencing the unit....
why not just do
Any player leaves game
Do stuff for (triggering player)
This used to not work.... but if "Any player leaves game" doesnt work the event your trying to use wont work either
You can do a loop through players
The player property "has left game" has always worked.
so you can loop through the players periodically say every 1 second. to check if any of the players have left the game if they have then you can remove thier units and such
but the game automatically gives you the leavers units and thier money already
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Some back story. At the start of the game, each player pick's their hero(es) and get a group of units with the associated hero. So "Player 1" may control x unit one game and a completely different unit/group next game. I am giving each group of heroes ownership of an untargetable, unattackable way off in the corner of the map to use as a reference point.
I do this because I can't base it off a unit in the map as that unit may die. Think of it like a variable, only physically present on the map.
Second, I used to make SC1 maps and a lot of the trigger writing was based off of units and ownership, so its just the way I think. The map is a 5v3 (8 live players) tower/hero/area defense from the SC1 days. It was a part of the old map, so I tried to recreate it here.
I have been struggling with these triggers, there are sixteen of them in all for when players leave the game. Previous forum posts state that the "player leaves with any" event has been fixed. This has not proven true for my map. Here are sample triggers. There is one for when a player leaves and one for giving his units to another player based on moving a probe into a colored area. The giving trigger will fire but not the leaving one.
Any Ideas?
Simplest way to test if trigger fires is to add somekind of text message.
So to check it just add text message from UI -> text message (triggers). Display text "player left game" for all players.
@zenx1: Go
I know for certain that it doesn't fire, the units are neither given to the dummy players nor does it show up as firing in the trigger debugger when I solo test them. Its been very frustrating. When one particular player leaves, it should end the game. If I can get this ironed out I think I am ready for some live stuff.
Why are you doing a
Why are you referencing the unit....
why not just do
This used to not work.... but if "Any player leaves game" doesnt work the event your trying to use wont work either
You can do a loop through players
The player property "has left game" has always worked.
so you can loop through the players periodically say every 1 second. to check if any of the players have left the game if they have then you can remove thier units and such
but the game automatically gives you the leavers units and thier money already
@SouLCarveRR: Go
Some back story. At the start of the game, each player pick's their hero(es) and get a group of units with the associated hero. So "Player 1" may control x unit one game and a completely different unit/group next game. I am giving each group of heroes ownership of an untargetable, unattackable way off in the corner of the map to use as a reference point. I do this because I can't base it off a unit in the map as that unit may die. Think of it like a variable, only physically present on the map.
Second, I used to make SC1 maps and a lot of the trigger writing was based off of units and ownership, so its just the way I think. The map is a 5v3 (8 live players) tower/hero/area defense from the SC1 days. It was a part of the old map, so I tried to recreate it here.
Edited for silly wall-o-text.
Dont use owner of unit unless you have to.