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!
Kill Player 1 Spawn
Events
Game - Map initialization
Local Variables
PlayerInt = 0 <Integer>
Conditions
Actions
General - For each integer PlayerInt from 1 to 14 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(PlayerInt is in (Active Players)) == false
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player PlayerInt matching Excluded: Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Kill (Picked unit)
OK so that'll take care of when people leave, units from people that were never in the game don't make this trigger fire because they don't actually leave, which has been the biggest problem (I know later people leaving will be an issue but right now it's not having spots filled)
"unit group - pick each unit in (last created units) and do (action)"
is how it's setup by default but it doesn't have an 'any' option
I do read what the triggers do but I don't fully understand everything about them yet. it almost feels like I'm 'missing' triggers, is there a dependency I have to load like I did to open all the available units and structures?
Yeah I can't get it to work if you would I posted over in the triggers forum where apparently this needs to be to try and find some help with it, thanks!
I can't find an 'inactive players' group so I did it like this and it doesn't work
Event
Player - Player 2 leaves the game with Any
Actions
Player group - Add player 2 to (Empty player group)
Player Group - Pick each player in (Empty player group) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
This is the best way with my list of choices I can find to make it happen, and (as expected) it doesn't work... help please ;-D
I'm trying to balance my map depending on how many players are present, but the units and buildings for that player are spawning EVEN when there was no one in that slot in the lobby. Is this typical functioning that I need to jump over to the trigger page or have I modified something in my data section to make this happen? I know in the SC1 editor when a player wasn't present their stuff simply didn't get placed in game, I'd like that to happen.
I'd say use something small and like a box (outhouse image maybe?) and put that onto something like the hercules dropship that already lands and flies, they load their units into the stall, it 'goes up' (takes off) and they unload at the new Z, I'm sure you could modify the flying height of the unit as needed... this is assuming you want an elevator and not a life...
I modified the "terran build" ability thats linked to the SCV to do it myself, then just apply it to the building or whatever you want to build as an ability, then you can add the units and stuff from that "terran build" ability,
The medics in the map "Overrun" have a really cool blue ice looking attack I believe, I was trying to figure out what unit it came from the other day, it has a nice tail on the ball and everything.
0
@DarkFireDragoon:
both events don't have to happen for this to fire right?
0
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!
0
[reply=192308]
Thank you SO MUCH
for anyone else needing this here it is:
Kill Player 1 Spawn
Events
Game - Map initialization
Local Variables
PlayerInt = 0 <Integer>
Conditions
Actions
General - For each integer PlayerInt from 1 to 14 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(PlayerInt is in (Active Players)) == false
Then
Unit Group - Pick each unit in (Any units in (Entire map) owned by player PlayerInt matching Excluded: Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Kill (Picked unit)
0
@Garrash: Go
OK so that'll take care of when people leave, units from people that were never in the game don't make this trigger fire because they don't actually leave, which has been the biggest problem (I know later people leaving will be an issue but right now it's not having spots filled)
0
@Garrash: Go
sorry found it, it just wasn't titled how I thought it would be i was using the search feature, apparently thats not a good idea.
0
@Vitkar: Go
I don't have the 'any unit' option I found the
"unit group - pick each unit in (last created units) and do (action)"
is how it's setup by default but it doesn't have an 'any' option
I do read what the triggers do but I don't fully understand everything about them yet. it almost feels like I'm 'missing' triggers, is there a dependency I have to load like I did to open all the available units and structures?
0
Heres a link to the original post in the data forum I thought it was a data problem at first.
http://forums.sc2mapster.com/development/data/12961-units-buildings-spawn-when-player-isnt-there/#p4
0
Yeah I can't get it to work if you would I posted over in the triggers forum where apparently this needs to be to try and find some help with it, thanks!
0
I can't find an 'inactive players' group so I did it like this and it doesn't work
Event
Player - Player 2 leaves the game with Any
Actions
Player group - Add player 2 to (Empty player group)
Player Group - Pick each player in (Empty player group) and do (Actions)
Actions
Unit - Remove (Triggering unit) from the game
This is the best way with my list of choices I can find to make it happen, and (as expected) it doesn't work... help please ;-D
0
@uiasdnmb: Go
ah alright, thanks!
0
I'm trying to balance my map depending on how many players are present, but the units and buildings for that player are spawning EVEN when there was no one in that slot in the lobby. Is this typical functioning that I need to jump over to the trigger page or have I modified something in my data section to make this happen? I know in the SC1 editor when a player wasn't present their stuff simply didn't get placed in game, I'd like that to happen.
0
@Pshyched: Go
I'd say use something small and like a box (outhouse image maybe?) and put that onto something like the hercules dropship that already lands and flies, they load their units into the stall, it 'goes up' (takes off) and they unload at the new Z, I'm sure you could modify the flying height of the unit as needed... this is assuming you want an elevator and not a life...
0
@I1AEdit: Go
I modified the "terran build" ability thats linked to the SCV to do it myself, then just apply it to the building or whatever you want to build as an ability, then you can add the units and stuff from that "terran build" ability,
0
@silvermage: Go
The medics in the map "Overrun" have a really cool blue ice looking attack I believe, I was trying to figure out what unit it came from the other day, it has a nice tail on the ball and everything.
0
@SouLCarveRR: Go
alright thanks I was using bad key words I guess!