Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: triggers to detect leaving players
triggers to detect leaving players
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Apr 25 2010, 6:47 pm
By: UED_Hexy  

Apr 25 2010, 6:47 pm UED_Hexy Post #1



I want to destroy all of a player's units when he leaves. Here is what I have:

All triggers are ticked for All Players.

CONDITIONS:
Always
Current Player commands at least 1 [any unit].
ACTIONS:
Modify death counts for Current Player: Set to 1 for Cave.
Preserve trigger.

CONDITIONS:
Player 1 has suffered at most 0 deaths of Cave.
ACTIONS:
Kill all [any unit] for Player 1.

etc. for the other seven players

CONDITIONS:
Always
ACTIONS:
Modify death counts for Player 1: Set to 0 for Cave.
Modify death counts for Player 2: Set to 0 for Cave.
Modify death counts for Player 3: Set to 0 for Cave.
Modify death counts for Player 4: Set to 0 for Cave.
Modify death counts for Player 5: Set to 0 for Cave.
Modify death counts for Player 6: Set to 0 for Cave.
Modify death counts for Player 7: Set to 0 for Cave.
Modify death counts for Player 8: Set to 0 for Cave.
Preserve trigger.

But everyone has their units destroyed immediately after the game starts. Anyone know what's up with this?



None.

Apr 25 2010, 6:55 pm Cinolt Post #2



When a player leaves his units are given to player 12. So the best solution is to always kill all units for player 12 (neutral).



None.

Apr 25 2010, 8:16 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

What yoonkwun said.

Also keep in mind that the death counts of leavers are not set to 0 so this method won't detect leavers.
If you need to know the player number of a leaver just check for controls at most 0 [any unit].
If players can have 0 units at a point in the game while still being alive/present it gets a little complicated.
Ideally you let every player set his own dc to 1 and then player 8 (must be computer so he's always there) clears it. And when you detect a player with 0 dcs then you know he isn't there because absent players can't set their own dcs.
If you can't have a computer at slot 8 it gets even more complicated. Just ask if that's the case and give your exact setup.




Apr 25 2010, 8:33 pm UED_Hexy Post #4



It's a phantom map with up to 8 humans. I need to know when the phantom leaves so the other players can win. The phantom has a dc of 1 for a unit. So could I check if a player has dc 1 for that unit and controls 0 units at anywhere and then cause victory for everyone else? Or would the trigger not run because he has left the game?



None.

Apr 25 2010, 9:15 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

All Players
Conditions:
Player 1 suffered 1 dc
Player 1 controls 0 [buildings]
Actions:
Win

Copy 8 times and replace Player 1 with each player.




Apr 29 2010, 8:41 am TheKeyToKilling Post #6



Yes, Currently Player Commands 0 Any Unit... Current Player Deaths = 1... blah blah blah works fine... For future info if ur making a map and u dont want to kill every unit when a player leaves... using kill all *specific unit* for p12 preserve trigger works good too :)



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