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    posted a message on Player dies or leaves remove units in an area

    @DarkFireDragoon:

    both events don't have to happen for this to fire right?

    Posted in: Triggers
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    posted a message on Player dies or leaves remove units in an area

    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!

    Posted in: Triggers
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    posted a message on Removing units for non active players

    [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)

    Posted in: Triggers
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    posted a message on Removing units for non active players

    @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)

    Posted in: Triggers
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    posted a message on Removing units for non active players

    @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.

    Posted in: Triggers
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    posted a message on Removing units for non active players

    @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?

    Posted in: Triggers
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    posted a message on Removing units for non active players

    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

    Posted in: Triggers
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    posted a message on Units/Buildings spawn when player isn't there

    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!

    Posted in: Data
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    posted a message on Removing units for non active players

    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

    Posted in: Triggers
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    posted a message on Units/Buildings spawn when player isn't there

    @uiasdnmb: Go

    ah alright, thanks!

    Posted in: Data
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    posted a message on Units/Buildings spawn when player isn't there

    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.

    Posted in: Data
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    posted a message on Is it possible to create elevators?

    @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...

    Posted in: Miscellaneous Development
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    posted a message on Making a building train heros

    @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,

    Posted in: Data
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    posted a message on Fire bat Fire blue ?

    @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.

    Posted in: Data
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    posted a message on Difficulty Option

    @SouLCarveRR: Go

    alright thanks I was using bad key words I guess!

    Posted in: Data
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