Staredit Network > Forums > SC2 Assistance > Topic: [Solved] Sharing Unit from Different Players
[Solved] Sharing Unit from Different Players
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Dec 3 2010, 5:11 am
By: payne  

Dec 3 2010, 5:11 am payne Post #1

:payne:

I'd like to be able to detect which player is missing (or has quit), and make his Hero unit (he has only 1) shared with all players, yet still detecting this Hero as being owned by this missing player. :O

EDIT: And while we're at it, what's wrong with this trigger? It gives me an error related to the event (something like 'EventDialog')?
http://vgshorts.com/BBCode/BBCode3.php?ID=221



None.

Dec 3 2010, 5:43 am NicholasBeige Post #2



I thought you were good with triggers? LOL!

The error message tells you, in plain english what was wrong with it... You are using an event-dialog, where non exists.

Dialog - Disable (Used dialog item) for (Player group((Triggering player)))


as for the detection of the player leaving and blah blah i don't know...



None.

Dec 3 2010, 5:59 am payne Post #3

:payne:

Quote from name:Cardinal
I thought you were good with triggers? LOL!

The error message tells you, in plain english what was wrong with it... You are using an event-dialog, where non exists.

Dialog - Disable (Used dialog item) for (Player group((Triggering player)))


as for the detection of the player leaving and blah blah i don't know...
LOL! Fail from me. I copy-pasted the trigger from elsewhere... didn't look carefully. :><:

Anyways, still needing help for the main problem about sharing units, guys! :teehee:



None.

Dec 3 2010, 6:39 am Roy Post #4

An artist's depiction of an Extended Unit Death

PlayerLeaves
    Events
        Player - Player Any Player leaves the game with Any
    Local Variables
    Conditions
    Actions
        Player Group - Pick each player in (All players) and do (Actions)
            Actions
                Player - Turn player (Triggering player) Shared Control On towards player (Picked player)

Tada?

Edit: I might have (Triggering player) and (Picked player) backwards; the wording is ambiguous and the description does not provide clarity. If it seems to do nothing, switch the two players and see if it works.




Dec 3 2010, 6:59 am payne Post #5

:payne:

Okay, thanks. Now, what about if the player just isn't there from the very start of the game? :/
(I guess it's an easy one, but my brain is off and it's 2 AM.)



None.

Dec 3 2010, 3:01 pm Roy Post #6

An artist's depiction of an Extended Unit Death

It's a little trickier, because there is no "Inactive Players" group; you have to make it yourself. And then you have two pick loops for active and inactive players, which means you need to use a variable on the outer loop to hold the first player group.

Initialization
    Events
        Game - Map initialization
    Local Variables
        ActivePlayer = 0 <Integer>
        InactivePlayers = (Empty player group) <Player Group>
    Conditions
    Actions
        Player Group - Pick each player in (All players) and do (Actions)
            Actions
                General - If (Conditions) then do (Actions) else do (Actions)
                    If
                        (Status of player (Picked player)) != Playing
                    Then
                        Player Group - Add player (Picked player) to InactivePlayers
                    Else
        Player Group - Pick each player in (Active Players) and do (Actions)
            Actions
                Variable - Set ActivePlayer = (Picked player)
                Player Group - Pick each player in InactivePlayers and do (Actions)
                    Actions
                        Player - Turn player ActivePlayer Shared Control On towards player (Picked player)

Again, you might have to swap "ActivePlayer" and "(Picked player)" on the last line there; I can't test this code in a solo game.

Also, I'm not sure if SCII removes all inactive players' units automatically from the start of the game, but be aware that empty slots may have some differing functionality on map initialization.




Dec 3 2010, 7:27 pm payne Post #7

:payne:

Thanks.
For information: " Player - Turn player ActivePlayer Shared Control On towards player (Picked player)" was the proper syntax. :)



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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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