Staredit Network > Forums > SC2 Assistance > Topic: Help Req: how to detect a killed player
Help Req: how to detect a killed player
Oct 22 2010, 4:54 pm
By: reapur  

Oct 22 2010, 4:54 pm reapur Post #1



Hi Guys,
is there a trick to determine if a player no longer has any more structures?
Or player is dead (not surrendered)

I need to execute a trigger when player x has killed all structures of player y

thanks



None.

Oct 22 2010, 5:12 pm NicholasBeige Post #2



Pretty easy if I think about it.

You want a Global Variable (of Type Boolean), with default value as false... Call it Player_X_isdead?

Next, you make a trigger that will change the state of this variable (ie, if the player is = dead or = alive). In your example I think you will want it to be something like

Event -Any Unit Dies...
Condition - Dying Unit = Structure owned by Player_X
Actions -
If - units of type structure owned by player_x = 0
then - set Player_X_isdead? to True
else - do nothing.



None.

Oct 22 2010, 5:20 pm Temp Post #3



Pretty sure there is an easier way to do this with the melee events. I don't have access to the editor right now so if someone wants to check they can or I will edit this later.

EDIT: There does not seem to be an easy way to tell if a player has suffered a defeat but has not left them game.. very odd

Post has been edited 1 time(s), last time on Oct 22 2010, 6:00 pm by Temp.



None.

Oct 22 2010, 6:24 pm Billy Post #4



Variable is pointless :S

You need a trigger to run when player x has no more buildings? then use cardinals action but replace the set variable code with "run trigger" or w/e you want. Also, it might not be clear what cardinal meant by this condition
"Number of units in unit group -> units in region owned by player -> set filter to whatever you want.



None.

Oct 22 2010, 6:56 pm reapur Post #5



cardinal, this is where I'm stuck, I can't find a way to specify this
Condition - Dying Unit = Structure owned by Player_X

Billy, I know, that's what I'm struggling with, unless you accept surrender there doesn't seem to be any way to rule a player "dead"
so what I'm trying to do is see if a player has zero structures left then mark him as dead :0



None.

Oct 22 2010, 7:11 pm Billy Post #6



Ok, you got to use this condition:
Attribute check for Unit Type ( Triggering Unit, Structure) == true

As for player, another simple condition:
Owner of unit ( Triggering Unit ) = X


And for your condition which you asked in first manner, this is simple:
Number of units in unit group
-> units in location owned by player
--> Any units in Entire map owned by PLAYER with Filters (edit these!) to .... Structure: required.... with at most no limit
== 0.



None.

Oct 23 2010, 5:38 am Roy Post #7

An artist's depiction of an Extended Unit Death

Is something like this what you want?

KilledPlayer
    Events
        Unit - Any Unit dies
    Local Variables
    Conditions
        ((Unit type of (Triggering unit)) has Structure attribute) == true
        (Number of Living units in (Any units in (Entire map) owned by player (Owner of (Triggering unit)) matching Required: Structure, with at most Any Amount)) <= 0
    Actions
        ------- Actions for losing player

For your actions, you can set a boolean or whatever you want to happen when a player has no more structures.




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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