Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Displaying "Player X eliminated!"
Displaying "Player X eliminated!"
Dec 23 2008, 8:02 am
By: mitchellsalad  

Dec 23 2008, 8:02 am mitchellsalad Post #1



I'm trying to trigger my map to say "Player X eliminated!" when a player owns 0 buildings... so I have:

PLAYERS
All Players
CONDITION
Player 1 commands at most 0 buildings.
ACTION
Display for current player "Player 1 defeated!"

etc... thru player 8.

Problem is, if not all slots are filled, whichever players are missing have their defeat message displayed immediately after the map starts.]

How can I fix this? Thanks!!



None.

Dec 23 2008, 8:19 am BlueFalcon Post #2



8 Switches, Player 1 playing, Player 2 playing, Player 3 etc. (Or a death counter)
Trigger
Players

  • 1
  • Conditions

  • Player 1 owns at least 1 any unit
  • Actions

  • enable switch "player 1 is playing"


  • [TRIGGER]
    [DESCRIPTION]All Players[/DESCRIPTION]
    [CONDITIONS]
    [*]Player 1 commands at most 0 buildings
    [*]"Player 1 is playing" is enabled
    [/CONDITIONS]
    [ACTIONS]
    [*]Display for current player "Player 1 defeated"
    [/ACTIONS]
    [/TRIGGER]

    Wow the trigger forum button doesn't work...




    Dec 23 2008, 8:27 am mitchellsalad Post #3



    Thanks BlueFalcon. I was thinking about doing this, but I thought there might be another way.



    None.

    Dec 23 2008, 8:50 am scwizard Post #4



    It's simple:

    PLAYERS
    Player 1
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 1 defeated!"

    PLAYERS
    Player 2
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 2 defeated!"

    PLAYERS
    Player 3
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 3 defeated!"

    PLAYERS
    Player 4
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 4 defeated!"

    PLAYERS
    Player 5
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 5 defeated!"

    PLAYERS
    Player 6
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 6 defeated!"

    PLAYERS
    Player 7
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 7 defeated!"

    PLAYERS
    Player 8
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 8 defeated!"



    None.

    Dec 23 2008, 9:00 am Elvang Post #5



    Your solution won't work scwizard, as the current player used for text display is also the player the trigger is firing for. I was thinking of sticking a trigger right at the top of the list with 8 actions: a create building/unit trigger for each player. Then any buildings/units that don't show mean that player isn't in the game, so set a switch or death counter to represent that, then add a condition relating to said switch or death counter to his original 8 triggers.

    EDIT: Nvm, thats what BlueFalcon said. Sorry, my eyes glazed over the first time I read your trigger bbcode.



    None.

    Dec 23 2008, 9:21 am scwizard Post #6



    Quote from Elvang
    Your solution won't work scwizard, as the current player used for text display is also the player the trigger is firing for.
    Oh, I forgot display text was subjective like that, derp I look like a huge idiot.

    WentSplat is a renamed tank turret.

    All Players
    CurrentPlayer commands at most 0 buildings.
    Set deaths for CurrentPlayer WentSplat add 1

    All Players
    Deaths of WentSplat for Player 1 is at least 1
    Displaytext for current player "Player 1 went splat lol"


    All Players
    Deaths of WentSplat for Player 2 is at least 1
    Displaytext for current player "Player 2 went splat lol"


    All Players
    Deaths of WentSplat for Player 3 is at least 1
    Displaytext for current player "Player 3 went splat lol"


    All Players
    Deaths of WentSplat for Player 4 is at least 1
    Displaytext for current player "Player 4 went splat lol"


    All Players
    Deaths of WentSplat for Player 5 is at least 1
    Displaytext for current player "Player 5 went splat lol"


    All Players
    Deaths of WentSplat for Player 6 is at least 1
    Displaytext for current player "Player 6 went splat lol"


    All Players
    Deaths of WentSplat for Player 7 is at least 1
    Displaytext for current player "Player 7 went splat lol"


    All Players
    Deaths of WentSplat for Player 8 is at least 1
    Displaytext for current player "Player 8 went splat lol"

    Do I win yet?



    None.

    Dec 23 2008, 10:34 am Ahli Post #7

    I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

    if somebody leaves or drops your system fails, scwizard ^^
    can I see your third try? :D
    bluefalcon's solution works and I guess that it would be the best method because using deathcounters instead has no advantage (it would be a waste...).




    Dec 23 2008, 10:56 am Falkoner Post #8



    Yeah, scwizard, BlueFalcon's works, and it looks like all you were doing was the same thing with death counts instead of switches.



    None.

    Dec 23 2008, 3:10 pm scwizard Post #9



    Quote from Ahli
    if somebody leaves or drops your system fails, scwizard ^^
    True :(

    I still like my way better though :P

    (I mean dropping doesn't mean you've been defeated, it means you've dropped right? Seriously though use BlueFalcon's method)



    None.

    Dec 23 2008, 3:33 pm Strilanc Post #10



    You should use death counts instead of switches to indicate a player is in the game.

    Always - Set death counts for 'player state' to 1

    Player X commands 0 buildings and Player X has 1 deaths of 'player state': show 'Player X dead!'



    None.

    Dec 23 2008, 3:37 pm ForTheSwarm Post #11



    Switches are fine, since I'm pretty sure it's a melee-like map.



    None.

    Dec 23 2008, 7:11 pm Zhuinden Post #12



    And I'm pretty sure I'd do it like Strilanc would, and I'd add an ElapsedTime at least 3 gameseconds as well to the condition, just in case.



    None.

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