Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting Players
Detecting Players
Mar 28 2008, 4:10 am
By: jandii  

Mar 28 2008, 4:10 am jandii Post #1



How do you work out which players are avaliable in a game, the catch being - they start with absolutely no units, and then are given one from the computer.

I think you could work it out by having a flag preplaced and detecting if player 1 brings a flag there, or if it's player 12/no flag. But just giving the units to the players ends up giving it to (say) player 6, even if they're not playing. I'm hoping there's some sort of ingame test you can do, rather than having a preplaced unit test.

Thanks for any ideas!



None.

Mar 28 2008, 4:12 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Set Deaths to 1 for Force 1



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Mar 28 2008, 4:17 am jandii Post #3



So if there's 6 players and 4 actual players, then setting the death counter would only activate once for each active player and I could just add that as a condition for the give trigger. Brilliant!



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Mar 28 2008, 4:20 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

I think so, I didn't actually check it. :P
You could also do 'Set to 1 death for Current Player'... that would definitely only exist for people who are in-game.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 28 2008, 4:21 am Brontobyte Post #5



Quote
Set Deaths to 1 for Force 1

This aslo works. Place a unit, small, something that could be an air unit, and then if current player brings it to location anywhere, remove it, set deaths to 1 for current player. Fartys way is probley easier, but I was just taking a wild one.



None.

Mar 28 2008, 4:27 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

You don't even have to preplace a unit, as I previously mentioned. :P Just 'always'.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 28 2008, 4:30 am Brontobyte Post #7



I know. I was just trying to mention more of a variety of what can be done, instead of just showing only one way. :blush:



None.

Mar 28 2008, 4:31 am O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

Preplacing the thing is pretty useless because a 'current player' wont run unless that player already exists. :P



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 28 2008, 4:35 am Brontobyte Post #9



The unit wouln't be their if the unit didn't exist. :P



None.

Mar 28 2008, 4:40 am O)FaRTy1billion[MM] Post #10

👻 👾 👽 💪

Why do you need to do a bring to set the death? 'Always' itself works.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 28 2008, 4:41 am Brontobyte Post #11



Quote from Brontobyte
I know. I was just trying to mention more of a variety of what can be done, instead of just showing only one way. :blush:

Remember this? Lol :P



None.

Mar 28 2008, 4:42 am O)FaRTy1billion[MM] Post #12

👻 👾 👽 💪

Well, yeah. But all that is changing is the conditions. It isn't necessary.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Mar 28 2008, 4:52 am Brontobyte Post #13



I know, I just wanted to show the "un-conventional" ways of doing things. These methods are the way that I do things, and thats my most of my maps have bugz.



None.

Mar 28 2008, 11:24 am NudeRaider Post #14

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

ROFL




Mar 28 2008, 12:29 pm Falkoner Post #15



OR YOU CAN SET A SWITCH INSTEAD OF A DEATH COUNT! I know, it's ingenious.



None.

Mar 28 2008, 2:07 pm fritfrat Post #16



Unconventional is only as good if it is just as simple. Your's aren't.
Just make the give trigger owned by each player and you don't need any extra triggers.



None.

Mar 28 2008, 3:07 pm Brontobyte Post #17



Quote
Unconventional is only as good if it is just as simple. Your's aren't.

I know, I know, I just wanted to let him know that there is more then one way to skin a cat. :D



None.

Mar 29 2008, 12:24 pm The_Underscore Post #18



but yours isn't a different way to skin a cat, it's the same. you're just trying to give the cat a bath first (hard to do with cats)



None.

Mar 29 2008, 5:27 pm fm47 Post #19



especially when the cat is a loaf of bread... (refer to jandii's avatar)



None.

Mar 30 2008, 7:32 am jandii Post #20



Simple! a 1x1 pixel location centers on a pre-placed unit and then sets a switch which triggers a countdown timer to set a deathcount to make the planets align and hey presto, you've detected the active players.

lol, I appreciate all input. To get a good idea, you usually need a lot of ideas.



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