Make a set of these for each player and that's pretty much it.
Actually, I'll just write up a set for you quickly so you can see what they look like.
Trigger("Player 1"){
Conditions:
Always();
Actions:
Set Deaths("Player 2", "Cantina", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Always();
Actions:
Set Deaths("Player 1", "Cantina", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Always();
Actions:
Set Deaths("Player 4", "Cantina", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 4"){
Conditions:
Always();
Actions:
Set Deaths("Player 3", "Cantina", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 2", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 1", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 4", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 4"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 3", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 3"){
Conditions:
Deaths("Player 1", "Cantina", Exactly, 1);
Deaths("Player 3", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 2", "Any unit", Exactly, 0);
Command("Player 4", "Any unit", Exactly, 0);
Actions:
Remove Unit("Player 12", "Any unit");
}
//-----------------------------------------------------------------//
Trigger("Player 2","Player 3"){
Conditions:
Deaths("Player 2", "Cantina", Exactly, 1);
Deaths("Player 3", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 1", "Any unit", Exactly, 0);
Command("Player 4", "Any unit", Exactly, 0);
Actions:
Remove Unit("Player 12", "Any unit");
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 4"){
Conditions:
Deaths("Player 1", "Cantina", Exactly, 1);
Deaths("Player 4", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 2", "Any unit", Exactly, 0);
Command("Player 3", "Any unit", Exactly, 0);
Actions:
Remove Unit("Player 12", "Any unit");
}
//-----------------------------------------------------------------//
Trigger("Player 2","Player 4"){
Conditions:
Deaths("Player 2", "Cantina", Exactly, 1);
Deaths("Player 4", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 1", "Any unit", Exactly, 0);
Command("Player 3", "Any unit", Exactly, 0);
Actions:
Remove Unit("Player 12", "Any unit");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Deaths("Current Player", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 2", "Any unit", Exactly, 0);
Actions:
Give Units to Player("Player 12", "Current Player", "Any unit", All, "Anywhere");
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Deaths("Current Player", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 1", "Any unit", Exactly, 0);
Actions:
Give Units to Player("Player 12", "Current Player", "Any unit", All, "Anywhere");
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Deaths("Current Player", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 4", "Any unit", Exactly, 0);
Actions:
Give Units to Player("Player 12", "Current Player", "Any unit", All, "Anywhere");
}
//-----------------------------------------------------------------//
Trigger("Player 4"){
Conditions:
Deaths("Current Player", "Cantina", Exactly, 1);
Command("Player 12", "Any unit", At least, 1);
Command("Player 3", "Any unit", Exactly, 0);
Actions:
Give Units to Player("Player 12", "Current Player", "Any unit", All, "Anywhere");
}
//-----------------------------------------------------------------//
You can actually copy/paste that right at the end of the trigger list in your map if the following things are all true:
I used death counts instead of switches since they are better in pretty much every way (except the ability to randomize). I also added in triggers which detect if a person from both teams leaves simultaneously (which would happen if someone from each team dropped at the same time, for instance). In that case, there's no way to differentiate which units originally belonged to who, so it will remove them instead.
Edit: The "Detect No Units (P1)" trigger assumes it is possible to ever command 0 units.
If it is impossible for a player to ever have no units (like if there are invincible units owned by them), then you can remove the following section of triggers:
Trigger("Player 1"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 2", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 1", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 4", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 4"){
Conditions:
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Set Deaths("Player 3", "Cantina", Set To, 0);
}
//-----------------------------------------------------------------//