All Players
Player One brings Atleast 1 Dead Unit to 'Location Dead Unit'
Display for current player: Player One has Died
Remove 1 Dead Unit for player 1 at 'Location Dead Unit'
Preserve Trigger
Okay it displays one for player one.... How do I fix this. I have made it create a "Dead Unit" at Location Dead Unit when the player dies...
None.
Triggers run from p1--->p8, with the conditions being checked before each trigger is run.
What this means is, you're making the conditions true for p1, but when the unit is removed, false for the rest of the players. The trigger does
not run simultaneously for every player.
EDIT: It's possible to do something like setting a switch or using a death count, and then putting under the last trigger for p8 a "reset" trigger, in which you would reset the deaths/switch you used to keep the conditions valid.
Post has been edited 1 time(s), last time on Aug 22 2009, 8:00 pm by poison_us.
EDIT: It's possible to do something like setting a switch or using a death count, and then putting under the last trigger for p8 a "reset" trigger, in which you would reset the deaths/switch you used to keep the conditions valid.
Assuming P8 is a comp, otherwise you'd get spammed with the message forever if P8 left.
Here's the trigger's I'd use:
Trigger 1:
Conditions:
-Current player has suffered exactly 1 deaths of Cantina
Actions:
-Modify Death Counts for Current Player: Set to 0 for Cantina
-Remove 1 Dead Unit for Player 1 at "Location Dead Unit" for Current Player
-Preserve Trigger
Trigger 2:
Conditions:
-Player 1 brings exactly 1 "Dead Unit" to "Location Dead Unit"
Actions:
-Modify Death Counts for Current Player: Set to 1 for Cantina
-Display text message for current player: <whatever>
-Preserve Trigger
None.
how does the dead unit get to "Location Dead Unit" if it gets removed in the first trigger O.o
None.
Quote from name:TassadarZeratul
Assuming P8 is a comp, otherwise you'd get spammed with the message forever if P8 left.
Most maps have at least one computer.
Anyways, TZ's method is the better, but as long as p8 is a computer, it won't matter which one you choose.
EDIT:
how does the dead unit get to "Location Dead Unit" if it gets removed in the first trigger O.o
Please see the original post. He's got a separate trigger creating the unit.
The problem is it could be a death of multiple kinds of units but not any units there for i made it so if current player looses one of the units it creates a Dead Unit... Now if I put in wait 20 miliseconds in would that be enough to make it cycle through for other players... I can post other triggers. Some of you may be familiar with Custom Hero Wars i made v3b fixed. 4.0 5.0 5.a and all annoy me so im making another decent vers.
None.
Triggers run from p1--->p8, with the conditions being checked before each trigger is run.
What this means is, you're making the conditions true for p1, but when the unit is removed, false for the rest of the players. The trigger does not run simultaneously for every player.
Okay with this in mind then all he has to do it just stop saying "player 1" in his condition and instead use "current player" right?
... in my head it seems like such a simple fix that i must be wrong. Though death counts are always more fun.
None.
Okay with this in mind then all he has to do it just stop saying "player 1" in his condition and instead use "current player" right?
No, because it seems as if only the player that is dying gets the "dead unit" created.
Okay with this in mind then all he has to do it just stop saying "player 1" in his condition and instead use "current player" right?
No, because it seems as if only the player that is dying gets the "dead unit" created.
Correct. This is the last glitch in my map and I need this.
None.
In the trigger that has you create the "dead unit", remove the create "dead unit" action, and use this:
Set death trigger
Conditions:
However you have it when player 1 dies
Actions:
Set Deaths("All players", "Cantina", Set To, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
display text trigger
Trigger("All players"){
Conditions:
Deaths("Current Player", "Cantina", Exactly, 1);
Actions:
Set Deaths("All players", "Cantina", Set To, 0);
Preserve Trigger();
Display Text Message(Always Display, "Player 1 has died!");
}
//-----------------------------------------------------------------//
For player 2, you could use cave, p3: cave-in, and so on, that way it won't glitch if two people die at once.
Okay if i add a wait 20 miliseconds before it kills the thing will it work for all players?
None.
My way/TZ's will always work, but if you throw in a wait less than 84 that would work as well, because any wait under 84 will skip one trigger cycle, including wait (0) and (24).
So i can just put in a wait(0) and it will work?
None.
It will have the action wait until the rest of the triggers complete, which is why hypertriggers encounter wait blocks.
In short, yes.