Hi, more than a year ago I decided to make a phantom map using the extra mining and shared resource concepts with the binary count-offs, but it always had a glitch where if a phantom was killed, the map wouldn't run its trigger to tell us, even though the trigger is correct. All my triggers look right. I've decided to fix this after these long months, but when I look at my map, I see nothing wrong. I don't know if it's because I'm screwing up the randomization or if it's because I'm randomly allowing for 1 or 2 phantoms...
I'm just waiting for someone to look at this and tell me my triggering is atrocious.
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I can't open it right now, but here's an easy mechanism to detect any number of phantoms:
-Give each phantom 1 death of something you haven't used as a DC (Uraj Crystal, Cantina, whatever).
-When player commands exactly 0 buildings, remove that player's units and set that DC to zero. (Or defeat him directly to acheive the same purpose).
-When All Players have Exactly 0 deaths of that DC, all phantoms have either been defeated, or quit. Achieve victory.
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I'm using a DC for phantom (ruins) but I think the issue is a bit more complicated than what you suggested. I also need to know how to detect when a phantom leaves, as opposed to having lost all his buildings but he gets to stay and observe.
Post has been edited 5 time(s), last time on Jul 4 2010, 4:26 am by Kimaru2.
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I'm using a DC for phantom (ruins) but I think the issue is a bit more complicated than what you suggested. I also need to know how to detect when a phantom leaves, as opposed to having lost all his buildings but he gets to stay and observe.
If he leaves then the death count for the phantom would equal exactly 0.
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