I have this trigger:
Player:
Force 1 (humans players)
Conditions:
Current player Bring at least 1 Zergling to "Teleport 1"
Actions:
Set "Teleport activated"
Preserve
Players:
Force 1 (humans)
Conditions:
"Teleport Activated" is Set
Random option is A
Actions
Move Zergling from current player from everywhere to "Out 1"
Message, Center view, minimap ping, etc..
Preserve
Players:
Force 1 (humans)
Conditions:
"Teleport Activated" is Set
Random option is B
Actions
Move Zergling from current player from everywhere to "Out 2"
Message, Center view, minimap ping, etc..
Preserve
etc...
I have 5 differents teleports "in" and 8 teleports "out". Doesn't matter what IN you take, the out will be random.
This trigger is already working in my map, and i've tested it, with more humans players, and it's all cool.
My question is:
How know the 2º Trigger who is "Current Player"?
None.
How know
Starcraft who is Current Player?
The trigger is for all the force 1, where are all human players. The condition is only a switch, so i think is impossible to know who is the player in the teleport.
By this point, the trigger should move all zerglings to the teleport out, but...
The trigger only move the zerling of the player is in the Teleport IN!!!! Works fine!!
I want to know why this is happening!
None.
Why not do it this way
Players:
Force 1 (humans)
Conditions:
Current player Bring at least 1 Zergling to "Teleport 1"
Random option is A
Actions:
Move Zergling from current player from everywhere to "Out 1"
Message, Center view, minimap ping, etc..
Preserve
Players:
Force 1 (humans)
Conditions:
Current player Bring at least 1 Zergling to "Teleport 1"
Random option is B
Actions:
Move Zergling from current player from everywhere to "Out 2"
Message, Center view, minimap ping, etc..
Preserve
"Current Player" refers to the player who owns the trigger.
When you assign a trigger to multiple players, or a force with multiple players on it, you actually get multiple copies of that trigger - one owned by each of the players.
So, in your triggers, when "Player 1's" Zergling enters the location "Player 1's" Zergling gets moved. Etc.
None.
No Kenoli. Doing your way, I have to make 8x5=40 triggers..
My trigger works fine, i've already told.
But i want to know how it works.
For identify current player use the switch? I think the trigger can look for who set the switch... or something else..
None.
Oh. I forgot you were talking about having multiple entry and exit locations.
The reason it picks the right player is because of the way the triggers are arranged. After one of the players sets the switch, the same player immediately uses it.
None.
Is there an actual problem with the map, or were you just wondering how current player works for future reference?
None.
Is there an actual problem with the map, or were you just wondering how current player works for future reference?
Current Player = Who ever the trigger is set to be for.
EX:
Setting a trigger to Force 1 effects every player in force 1. Setting to All Players effects every Player.
(NOTE: The player will have to meet all of the conditions of the trigger for it to fire for that Player.)
None.
CeR, please have a look at the post, where I describe exactly how triggers work:
http://www.staredit.net/50794/Then try to replay in mind the triggers behaviour with that
exacly algorithm and you understand what is happening.
EDIT:
For identify current player use the switch? I think the trigger can look for who set the switch... or something else..
Trigger can't look for who set the switch and anything like that. No magic, just an exact algorithm I've described. That is all. Switches (btw as far as locations) are kind of global variables in oppose to death counters, score, kills and etc. which are local to players.
Some.
DT_Battlekruser, you understand it good.
My question is about this trigger:
Conditions:
"Teleport Activated" is Set
Random option is B
Actions
Move Zergling from current player from everywhere to "Out 2"
Message, Center view, minimap ping, etc..
Preserve
Is the same trigger for all the players on force 1 (7 humans players). The conditions are only switches, and Wormer said this:
Trigger can't look for who set the switch and anything like that
SO, I dont know why this system works fine!! I have tried a lot! With 2 players joining a teleport IN position at the same time. Both get different EXT position..
None.
Two questions:
1. Does these actions "Message, Center view, minimap ping, etc.." include the clear Teleport Activated switch action?
2. Have you looked at the post?
Some.
1.Yes
2.Yes, but is in english and it very hard for me reading tecnic things in english (i'm spanish) so i dont understand a shit.. >_<
None.
Translators are usually quite off the actual translation, especially when talking about technical things like this, but maybe it will help..
None.
It helps me. It's not always perfect, but I can understand the gist of what a sentence says just by translating it.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
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
You should understand
this explanation better. It's basically what Kenoli, DTBK and Wormer already said, but maybe it helps to use other (simple) words.
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
---Execute Triggers for Player 2---
-Condition evaluates to FALSE, Current Player is now null
-Action in the next trigger does nothing, since it refers to no player.
Remember, a trigger given to a force acts identically to a trigger given to each player of a force, with the small side effect that force triggers are always compiled to the bottom of the trigger list.[/color]
No, the trigger does nothing because its conditions are not met. If the condition were met you would automatically have a current player.
The 'null-theory' may only apply when there's no trigger running at all.
And no, Force triggers are split up, but they are inserted in
sorted position - the position you see them when you mark every player/force/all players in scmdraft trigger overview.
This trigger has its conditions met whether there was a Zergling on the beacon or not
The only way that switch can be set is if a Zergling is in one of the locations.
None.