Gigins sort of method could be made to work, but I think it'd use a lot of triggers and is not very elegant. Using either player 1 or player 8 as a CPU an sentinel is much more straightforward and more likely to work without any hassles. I use in my Desert Strike map without issue.
An outline for how Gigin's one could work:
1. Each player owns a trigger that adds +1 to a death count for Current Player
2. Each player owns 7 triggers, one for each other player in the game, that says (for example P8's triggers 7 triggers are) "if current player DC at least 10 and Player 1/Player 2/Player 3/Player 4/Player 5/Player 6/Player 7 DC at least 1 and at most 9, then Player X must have left the game -> perform player X leave game action, set player X DC to 0"
3. Each player has a final trigger that if their DC is 10, set it back to 1.
So, for example:
Game starts with Player 3, Player 5, Player 7, Player 8.
Everything goes along happily, and no players have left so trigger #2 never fires, but trigger #1 and #3 keep firing. Then player 5 leaves the game when their DC count is 5. Everything goes along until player 3 has their DC incremented to 10, when they run trigger #2 for player 5 and determine that player 5 has left the game, so player 5 is cleaned up and their DC set to 0 - it now no longer increments past 0 because player 5 no longer runs triggers.
Things carry on as normal and player 7 and player 8 don't detect any players are missing because Player 3's trigger cycle already cleaned it up.
Eventually player 3 leaves when their DC is 7. Player 7 and 8 continue running until eventually player 7 runs trigger #2 and cleans player 3 up.
That's the general theory, it should work, but a bit messy. Reducing the threshold from 10 to a number like 2 or 3 would speed up leaver detection, I just used 10 for ease of comprehension.
None.