I found a way to do it, but I have to make like 7 triggers for each player. Since it's the only way i can find I will have to do it. Here's what I did:
Since I have to make it so there are only a certain number of players per team, I had to make a bunch of the same attribute and make it first come, first serve.
Is there a trigger to do something if a player uses a certain attribute from the lobby? My lobby is glitching so I'm trying to make the players pick which team they want to be on through an attribute in the lobby.
If there is not a trigger for this, what other way can I assign players to a team?
Yes i did that on most if not all the triggers however, what i meant is that since the players arent going to the right team, a player on team 2 in the lobby gets placed on team 1 in game
I have a problem. When a player joins my lobby, they become the player number that they joined as. So if they move to the other team to even out the ratio of players per team, when the game starts they enter as what they joined first as. How do I make them start as the player they are in the lobby?
hmm. so now everything works, however for some reason, no matter what region and point i put it keeps spawning my unit in a place i dont want it to. i put a debug message and its running the right trigger, for some reason its just not doing the trigger correctly.
For example. i told it to spawn and pan to region one and then it does all of it to region 2. then i changed region 1 to region 7, and it still went to region 2.
what your condition is saying, is that it will count the number of living units in your unit group. Not the number of hatcheries. You should check to make sure the units you want are actually being added to the unit group.
It worked, thanks :) so now I have one last thing I cant figure out. I want to make a message that tells you who killed you when you die. I know it would be a message and it would use killing player, but it wont let me use both my own text and a function. Also, the killing player isn't in the functions for the message action.
(Triggering player == Player 1 of Allies of Player 1)
and now it thinks that no one is clicking the dialog so the dialog clicked trigger isnt working now.
revive2Team2EventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsOrConditions(Triggeringplayer)==(Player1from(Alliesofplayer7))(Triggeringplayer)==(Player2from(Alliesofplayer7))(Triggeringplayer)==(Player3from(Alliesofplayer7))(Triggeringplayer)==(Player4from(Alliesofplayer7))(Triggeringplayer)==(Player5from(Alliesofplayer7))(Triggeringplayer)==(Player6from(Alliesofplayer7))ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[0]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Reviverespawnunit[(Triggeringplayer)]Unit-Moverespawnunit[(Triggeringplayer)]instantlytoPoint002(NoBlend)Dialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion002)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[1]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Create1Probeforplayer(Triggeringplayer)atStartLocation002facing270.0degrees(NoOptions)Debug-Display"Team 2 Is on"asdebugoutputusingType1,andDodisplayitinthegamewindowUnitGroup-Add(Lastcreatedunit)toprobegroupDialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion004)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElse
Dialog used trigger ^
reviveTeam1EventsUnit-AnyUnitdiesLocalVariablesConditionsNotConditions(Ownerof(Triggeringunit))==(Player15from(Allplayers))OrConditions(Triggeringunit)==(Unit(Triggeringplayer)fromprobegroup)OrConditions(Ownerof(Triggeringunit))==(Player1from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player2from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player3from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player4from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player5from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player6from(Alliesofplayer1))AndConditionsActionsUnit-Move(Triggeringunit)instantlytoPoint017(NoBlend)PlayerGroup-Addplayer(Triggeringplayer)totriggeringplayer2Timer-Createatimerwindowforrevivetimer,withthetitle"Time before revive",usingRemainingtime(initiallyVisible)Timer-Showrevivetimer2fortriggeringplayer2Timer-StartrevivetimerasaOneShottimerthatwillexpirein30.0GameTimesecondsTimer-Show(Lastcreatedtimerwindow)fortriggeringplayer2UnitGroup-Add(Triggeringunit)toReviveunitgroupGeneral-Waitforrevivetimertohave0.0secondsRemainingTimer-Hiderevivetimer2for(Allplayers)Timer-Hide(Lastcreatedtimerwindow)for(Allplayers)Dialog-CreateaModaldialogofsize(500,500)at(0,0)relativetoCenterofscreenVariable-SetReviveunitdialog=(Lastcreateddialog)Dialog-CreatealabelfordialogReviveunitdialogwiththedimensions(100,100)anchoredtoTopLeftwithanoffsetof(50,50)withthetext"Revive unit or pick a new one?"colorsettoWhitetextwriteoutsettoFalsewithawriteoutdurationof2.0Dialog-CreateabuttonfordialogReviveunitdialogwiththedimensions(200,200)anchoredtoLeftwithanoffsetof(0,0)settingthetooltipto"Revive your current unit."withbuttontext"Revive"andthehoverimagesetto""Variable-Setreviveunitdialogitem[0]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogReviveunitdialogwiththedimensions(200,200)anchoredtoRightwithanoffsetof(0,0)settingthetooltipto"Pick a new unit."withbuttontext"Pick a new unit."andthehoverimagesetto""Variable-Setreviveunitdialogitem[1]=(Lastcreateddialogitem)Dialog-ShowReviveunitdialogfortriggeringplayer2
other trigger ^
also, the timer is still starting for a player 15 death.
revive2Team1EventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsOrConditions(Ownerof(Triggeringunit))==(Player1from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player2from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player3from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player4from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player5from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player6from(Alliesofplayer1))AndConditionsNotConditions(Ownerof(Triggeringunit))==(Player15from(Allplayers))(Triggeringunit)==(Unit(Triggeringplayer)fromprobegroup)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[0]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Reviverespawnunit[(Triggeringplayer)]Debug-Display(Nameofplayer(Triggeringplayer))asdebugoutputusingType1,andDodisplayitinthegamewindowUnit-Moverespawnunit[(Triggeringplayer)]instantlytoPoint002(NoBlend)Dialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion002)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[1]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Create1Probeforplayer(Triggeringplayer)atStartLocation001facing270.0degrees(NoOptions)Debug-Display"Team 1 is on"asdebugoutputusingType1,andDodisplayitinthegamewindowUnitGroup-Add(Lastcreatedunit)toprobegroupDialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion004)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElse
Team 1 probe spawn ^
revive2Team2EventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClickedLocalVariablesConditionsOrConditions(Ownerof(Triggeringunit))==(Player7from(Alliesofplayer7))(Ownerof(Triggeringunit))==(Player8from(Alliesofplayer7))(Ownerof(Triggeringunit))==(Player9from(Alliesofplayer7))(Ownerof(Triggeringunit))==(Player10from(Alliesofplayer7))(Ownerof(Triggeringunit))==(Player11from(Alliesofplayer7))(Ownerof(Triggeringunit))==(Player12from(Alliesofplayer7))AndConditionsNotConditions(Triggeringunit)==(Unit(Triggeringplayer)fromprobegroup)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[0]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Reviverespawnunit[(Triggeringplayer)]Unit-Moverespawnunit[(Triggeringplayer)]instantlytoPoint001(NoBlend)Dialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion001)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Useddialogitem)==reviveunitdialogitem[1]ThenPlayerGroup-Removeplayer(Triggeringplayer)fromtriggeringplayer2Unit-Create1Probeforplayer(Triggeringplayer)atStartLocation002facing270.0degrees(NoOptions)Debug-Display"Team 2 Is on"asdebugoutputusingType1,andDodisplayitinthegamewindowUnitGroup-Add(Lastcreatedunit)toprobegroupDialog-HideReviveunitdialogfor(ActivePlayers)Camera-Panthecameraforplayer(Triggeringplayer)to(CenterofRegion003)over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningElse
Probe 2 spawn ^
reviveTeam1EventsUnit-AnyUnitdiesLocalVariablesConditionsOrConditions(Ownerof(Triggeringunit))==(Player1from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player2from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player3from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player4from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player5from(Alliesofplayer1))(Ownerof(Triggeringunit))==(Player6from(Alliesofplayer1))AndConditionsNotConditions(Ownerof(Triggeringunit))==(Player15from(Allplayers))(Triggeringunit)==(Unit(Triggeringplayer)fromprobegroup)ActionsTimer-Showrevivetimer2fortriggeringplayer2Unit-Move(Triggeringunit)instantlytoPoint017(NoBlend)PlayerGroup-Addplayer(Triggeringplayer)totriggeringplayer2Timer-StartrevivetimerasaOneShottimerthatwillexpirein30.0GameTimesecondsTimer-Show(Lastcreatedtimerwindow)fortriggeringplayer2UnitGroup-Add(Triggeringunit)toReviveunitgroupGeneral-Waitforrevivetimertohave0.0secondsRemainingTimer-Hiderevivetimer2for(Allplayers)Timer-Hide(Lastcreatedtimerwindow)for(Allplayers)Dialog-CreateaModaldialogofsize(500,500)at(0,0)relativetoCenterofscreenVariable-SetReviveunitdialog=(Lastcreateddialog)Dialog-CreatealabelfordialogReviveunitdialogwiththedimensions(100,100)anchoredtoTopLeftwithanoffsetof(50,50)withthetext"Revive unit or pick a new one?"colorsettoWhitetextwriteoutsettoFalsewithawriteoutdurationof2.0Dialog-CreateabuttonfordialogReviveunitdialogwiththedimensions(200,200)anchoredtoLeftwithanoffsetof(0,0)settingthetooltipto"Revive your current unit."withbuttontext"Revive"andthehoverimagesetto""Variable-Setreviveunitdialogitem[0]=(Lastcreateddialogitem)Dialog-CreateabuttonfordialogReviveunitdialogwiththedimensions(200,200)anchoredtoRightwithanoffsetof(0,0)settingthetooltipto"Pick a new unit."withbuttontext"Pick a new unit."andthehoverimagesetto""Variable-Setreviveunitdialogitem[1]=(Lastcreateddialogitem)Dialog-ShowReviveunitdialogfortriggeringplayer2
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I found a way to do it, but I have to make like 7 triggers for each player. Since it's the only way i can find I will have to do it. Here's what I did:
Since I have to make it so there are only a certain number of players per team, I had to make a bunch of the same attribute and make it first come, first serve.
0
Is there a trigger to do something if a player uses a certain attribute from the lobby? My lobby is glitching so I'm trying to make the players pick which team they want to be on through an attribute in the lobby.
If there is not a trigger for this, what other way can I assign players to a team?
0
@Scionave: Go
if someone is only doing terrain, you just make the map with all the triggers and data into a mod and add it in when your done
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Yes i did that on most if not all the triggers however, what i meant is that since the players arent going to the right team, a player on team 2 in the lobby gets placed on team 1 in game
0
I have a problem. When a player joins my lobby, they become the player number that they joined as. So if they move to the other team to even out the ratio of players per team, when the game starts they enter as what they joined first as. How do I make them start as the player they are in the lobby?
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I have the upgrade and button and prices right, but I don't know how to get the effect to add health to a different unit (their base).
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@fishy77: Go
Nevermind. I found the problem.
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hmm. so now everything works, however for some reason, no matter what region and point i put it keeps spawning my unit in a place i dont want it to. i put a debug message and its running the right trigger, for some reason its just not doing the trigger correctly.
For example. i told it to spawn and pan to region one and then it does all of it to region 2. then i changed region 1 to region 7, and it still went to region 2.
0
Yup it was in map options.
0
@coolcool1994: Go
what your condition is saying, is that it will count the number of living units in your unit group. Not the number of hatcheries. You should check to make sure the units you want are actually being added to the unit group.
0
Right now the only way I found to do it is to make two messages and have one say the player and one say killed you.
Also, I remember seeing it once but I don't remember where it was. Where is the thing that makes the trigger errors not appear?
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@TheAlmaity: Go
It worked, thanks :) so now I have one last thing I cant figure out. I want to make a message that tells you who killed you when you die. I know it would be a message and it would use killing player, but it wont let me use both my own text and a function. Also, the killing player isn't in the functions for the message action.
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well, i tried the,
(Triggering player == Player 1 of Allies of Player 1)
and now it thinks that no one is clicking the dialog so the dialog clicked trigger isnt working now.
Dialog used trigger ^
other trigger ^
also, the timer is still starting for a player 15 death.
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@TheAlmaity: Go
Alright. thanks for the help. i shall try those. :)
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Team 1 probe spawn ^
Probe 2 spawn ^
My trigger for the timer. ^