From them on, the trigger is set into action because the player who lost now commands 0 men, and therefore the spawn is killed off.
No matter how it's achieved, it is much simpler to not spawn something than spawn and remove it. It sounds to me like you're making a separate action to kill off the spawn, instead of just not spawning. You should have a trigger like these, if you're doing what Metalkon and I suggest:
Spawn Trigger
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Command("Player 1", "Men", At least, 1);
Actions:
Create Unit("Player 8", "spawn unit", #, "location");
Preserve Trigger();
}
//-----------------------------------------------------------------//
This means that units will spawn for p1 if p1 has men, and is active in the game.
Game Over
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Command("Player 1", "Men", Exactly, 0);
Actions:
Remove Unit("Player 1", "Any unit");
Remove Unit At Location("Player 8", "Any unit", "all", "player 1's area");
Display Text Message(Always Display, "You have lost, You suck, etc., but please stay and learn!");
}
//-----------------------------------------------------------------//
This will kill off all buildings for p1, remove the p8 spawn at p1's area, and give a message stating he loses.
EDIT: put in any other conditions or actions as you need to, but in the second trigger, you will not need a preserve, which will be annoying because it will spam the lose message. When p1 loses, his buildings and his enemy at his base die as well, and no more units come from p1's enemy spawn.
Post has been edited 1 time(s), last time on Aug 18 2009, 7:25 pm by poison_us.