i'm trying to give player 12's units and buildings to everyone else playing after a player leaves or is kicked. i'm really not sure what i'm doing wrong here, i've tried it a multitude of ways. (btw i'm using scmdraft 2.0 (0.8.0), win xp pro(if that makes a difference))
but this is the last one i've tried:
Code:
all players
command("player 12", "any unit", at least, 1);
Give Units to Player("Player 12", "Force 1", "Any unit", All, "Anywhere");
Preserve Trigger();
i've also tried with it (in seperate triggers) [men], [factories], [buildings], and individual unit types (wich is hardest to test in multi since you can't tell players what hero's to get)
up until this point i've been able to figure things out without having to ask, but the solution to this problem just eludes me
-i guess i should also add that it's a cannon defence map i'm making. not my first map either, but i used to make scenario maps
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Try Neutral or Neutral Players.
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An artist's depiction of an Extended Unit Death
I use the "Bring" condition instead of the "Command" condition. Just a little theory of mine, but it's probably not the problem.
On SCMDraft, Player 12 is registered as "Neutral."
Also, if you want everyone to get an equal share of the leaving player's units/buildings, change "All" to "1"
Just use always, the trig won't work if p12 has no units, but if he does, then it will start to do stuff.
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bring command eh? just bring "anywhere" i'm assuming. i just had another thought, although perhaps an always condition instead, then just whenever 12 has units they are transferred. maybe i should try making the conition for player 12 and use "current player", it seems to work well for lights and hero choosing.
too bad i'm at work right now, i'll have try these out when i get home tonight.
hopefully one of these works, accept for a bit more balancing and the finishing touches,(breifing and such) i think this is all thats left till it's finished
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wow, it must have taken me 40mins to type that, when i started the response about using always wasn't there
i do have one more question tho, does player 12 require a start location at all, i can't remember but i think i added one, might this mess me up?
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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
Do this:
Owner:Force 1
Conditions:Always
Actions:Give 1 [men] owned by neutral to current player
Preserve
what does [men] include, i've never understood it. my civs every 10 kills didn't work either till i used [men] instead of [any unit], should i use [building] as well to give away the buildings cannons and pylons?
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"Men" includes most units. Pretty much anything that isn't a building counts.
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Reference:
[any unit] = any unit (anything besides terrain)
[buildings] = buildings (Protoss Pylon)
[factories] = buildings that create units (Terran Command Center)
[men] = ground units/air units (Zerg Hydralisk) Key word ->
Units
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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
If you want to transfer (mobile) units (including critters), use [men].
If you want to transfer buildings, use [buildings].
If you want both, use [any unit], which does include pretty much everything you can place in the editor, except beacons.
If you want both, use [any unit], which does include pretty much everything you can place in the editor, except beacons.
Really? [any unit] doesn't include beacons? I thought that it would fall under the [buildings] category because when you turn off "Buildings Snap to Tile" the beacons (any race including flag beacons) move to the center of the tiles. Can you remove a Star Location with a trigger?
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well i supose the easy way to remove a start local is to remove the players owns it
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i'm happy to report everything is working perfectly now with player 12, (didn't try it out last night cause i didn't end up getting home from work till 11:30)
giving men 1 at a time went extremly slow tho, so i have it giving them 5 at a time, and buildings 15 at a time, and every test run so far works perfectly and gives a nice distribution of units and buildings, also added another action to get rid of that extra civ at the lights i should be posting my finished map within a day or as soon as i finish the breifing and play in multi for a while to see if there are any other bugs hiding anywhere.
you guys wanna see what iv'e got so far?
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Giving 1 man at a time works faster if you
a) copy the trigger a couple times, making it happen multiple times in the same trigger cycle (don't apply this concept to everything or else you'll get lag)
b) have hyper triggers, of course
If you're going to have it finished within a day, just finish it up and then show everyone
Oh, and even though beacons do not fall under either buildings or men category, any unit does include beacons. This is tested.
Post has been edited 2 time(s), last time on May 5 2008, 6:12 pm by fritfrat(U).
None.
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
Quote from name:fritfrat(U)
Giving 1 man at a time works faster if you
a) copy the trigger a couple times, making it happen multiple times in the same trigger cycle (don't apply this concept to everything or else you'll get lag)
This has the same effect as his method of giving multiple [men] in 1 action. Remember triggers are checked player by player, lower player numbers first.
Quote from name:fritfrat(U)
Oh, and even though beacons do not fall under either buildings or men category, any unit does include beacons. This is tested.
Thanks for that notice. I did a little research of my own and found out that
a) the 'remove [any unit]' action DOES remove beacons, but
b) the 'brings [any unit]' condition DOES NOT detect beacons.
Therefore I assume [any unit] includes beacons in actions but excludes them in conditions as a general rule.
Post has been edited 2 time(s), last time on May 5 2008, 7:04 pm by NudeRaider. Reason: typo
Ah, sorry, that was dumb of me. The triggers would have to be unnecessarily more complicated for copying like that to speed it up and work. Thanks for the beacon information, too. Concerning the actual map, hyper triggers themselves should make it sufficiently faster anyways.
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well i've got the final lvl's put in, but the balancing isn't finished. here's what it looks like so far (closed). when i get home from work i'll do some trials in multi to see how well it works. if you guys have any input just let me know. preatty sure i've got the major kinks and most of the minor ones worked out, but things are easy to miss till other people look at it.
woops, forgot to hit the attach button, i'll put it up later today then
Post has been edited 1 time(s), last time on May 6 2008, 1:47 pm by Del33ter.
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