Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Some buildings Hidden when player leaves
Some buildings Hidden when player leaves
Oct 21 2009, 7:14 pm
By: PIESOFTHENORTH  

Oct 21 2009, 7:14 pm PIESOFTHENORTH Post #1



I have a map where a team must work together to solve puzzles, beat obstacles etc. anyway, one player has buildings around the map that the whole team can see, however, when that player leaves, some of those buildings seem to disappear off the map for the rest of the team, but others are still there. is there a way to make it so they don't disappear?



None.

Oct 21 2009, 7:31 pm Ashamed Post #2

Hear me Raor!!

All you did is say player 12 brings "Buidlings to anywhere" Give to player 2 or the next player in line.
Whats happening is they are not disappearing you are losing vision with them since you are not allied vision with pl12



None.

Oct 22 2009, 1:57 am PIESOFTHENORTH Post #3



ok, suppose player 2 also leaves. would this work as a way to change it to the next player?

when player 2 is givin the stuff, "Set switch 1"
then if player 12 "brings" those buildings to anywhere again
"Switch 1 is set"

then send them to player 3, clear switch 1, set switch 2...

etc...

would that work?



None.

Oct 22 2009, 2:09 am Madroc Post #4



If a certain player leaves the game, the action will fail. So just do this:

CONDS: Neutral brings at least 1 building to whatever location
ACTIONS: Give all buildings owned by neutral to Player 1
Give all buildings owned by neutral to Player 2
Give all buildings owned by neutral to Player 3
Give all buildings owned by neutral to Player 4
(etc.)
Preserve Trigger

And you're set!




None.

Oct 22 2009, 2:28 am PIESOFTHENORTH Post #5



ok, i also want to transfer map revealers, what are those classified as? (men, building, etc)

ok i just put "any unit" instead of buildings. hopefully it includes those.



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Oct 22 2009, 2:50 am CecilSunkure Post #6



Don't think map revealers are transferable, or removable. You can however, or so I've heard, remove all map revealers all at once for all players.

Just go test it out and see :P



None.

Oct 22 2009, 3:09 am PIESOFTHENORTH Post #7



Quote from Madroc
If a certain player leaves the game, the action will fail. So just do this:

CONDS: Neutral brings at least 1 building to whatever location
ACTIONS: Give all buildings owned by neutral to Player 1
Give all buildings owned by neutral to Player 2
Give all buildings owned by neutral to Player 3
Give all buildings owned by neutral to Player 4
(etc.)
Preserve Trigger

And you're set!


Anyway, this trigger didn't work. the left players units did not transfer to someone who was playing. for "whatever location" i put Anywhere if that makes a difference.

and after thinking about it i figured i wanted more than just buildings so i put any unit instead of buildings.



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Oct 22 2009, 4:15 am Vrael Post #8



You could have 1 trigger under "all players", or only check it for the players that you want to own these buildings, that will give 1 building/unit to each player at a time until they're all gone.

Trigger("All Players")
Conditions:
Player 12 brings at least 1 "any unit" to "Anywhere"
Actions:
Give 1 "any unit" owned by "Player 12" at "Anywhere" to Current Player
Preserve Trigger.

Or you can modify it like madroc was saying where only 1 player recieves all the buildings.

Also, cecil was correct, map revealers cannot be "given". Actions which take a location as a parameter will not affect map revealers after they've already been on the map, so the only things you can do with map revealers is Create them, or Remove All/Kill All. (The action "Remove Unit" will work, but "Remove Unit at Location" will not work on a map revealer)



None.

Oct 22 2009, 4:21 am PIESOFTHENORTH Post #9



Quote from Vrael
You could have 1 trigger under "all players", or only check it for the players that you want to own these buildings, that will give 1 building/unit to each player at a time until they're all gone.

Trigger("All Players")
Conditions:
Player 12 brings at least 1 "any unit" to "Anywhere"
Actions:
Give 1 "any unit" owned by "Player 12" at "Anywhere" to Current Player
Preserve Trigger.

Or you can modify it like madroc was saying where only 1 player recieves all the buildings.

My trigger already does affect "All Players" and it is like madroc's trigger.



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Oct 22 2009, 4:32 am CecilSunkure Post #10



Make sure you used the player "neutral" and not "neutral players".

And you said leftover units didn't transfer? Well Madroc's trigger pertained to buildings, not units. Also, whenever I messed around with giving neutral owned units or buildings to human players, I would just give everything all at once instead of giving them one by one back to individual players.



None.

Oct 22 2009, 4:46 pm NudeRaider Post #11

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 Madroc
If a certain player leaves the game, the action will fail. So just do this:

CONDS: Neutral brings at least 1 building to whatever location
ACTIONS: Give all buildings owned by neutral to Player 1
Give all buildings owned by neutral to Player 2
Give all buildings owned by neutral to Player 3
Give all buildings owned by neutral to Player 4
(etc.)
Preserve Trigger

And you're set!
This doesn't work. When Player 1 leaves, his buildings go to neutral and the next player executing this trigger will give them from neutral back to P1. The units are then controlled by a so called ghost player, a player not existing in game. Those players can still control units, although they won't run triggers anymore!

Rule of thumb: Never create trigger actions involving specific player numbers, except when they are computer players that won't get defeated.

Solution:
All Players
Conditions:
Neutral brings at least 1 [any unit] to anywhere
Actions:
Give 1 (or all) [any unit] at anywhere of neutral to Current Player
Preserve trigger

The difference between give all / 1 unit is that
- for give all every unit goes to the first player in line, and
- for give 1 the units will be spread evenly among the remaining players and it may take a few trigger loops.




Oct 22 2009, 5:01 pm PIESOFTHENORTH Post #12



Ok i can see "Neutral Players" but not Neutral. Do I need SCMDraft for this to be an option? Because i'm using X-tra editor.



None.

Oct 22 2009, 5:45 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

Neutral is player 12. You should probably be using SCMDraft as it is a vastly superior editor.

I also have no idea what this thread is about.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 22 2009, 6:03 pm payne Post #14

:payne:

Quote from rockz
Neutral is player 12. You should probably be using SCMDraft as it is a vastly superior editor. I also have no idea what this thread is about.
The thing with MR is that they aren't detected in a location so you cannot move a location on them or detect their presence

Post has been edited 1 time(s), last time on Oct 22 2009, 8:00 pm by Vrael. Reason: removed false information



None.

Oct 22 2009, 7:09 pm PIESOFTHENORTH Post #15



Quote from NudeRaider

Solution:
All Players
Conditions:
Neutral brings at least 1 [any unit] to anywhere
Actions:
Give 1 (or all) [any unit] at anywhere of neutral to Current Player
Preserve trigger

The difference between give all / 1 unit is that
- for give all every unit goes to the first player in line, and
- for give 1 the units will be spread evenly among the remaining players and it may take a few trigger loops.

This didn't work either.

My trigger is a little different, because i only want one force to be able to get the left players' units.

Quote
Trigger("All players"){
Conditions:
Bring("Player 12", "Any unit", "Anywhere", At least, 1);

Actions:
Give Units to Player("Player 12", "Force 1", "Any unit", All, "Anywhere");
Preserve Trigger();




None.

Oct 22 2009, 7:24 pm NudeRaider Post #16

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

My solution works. You just modified it enough for it not to work.

You can't give to Forces (or any player group for that matter).
The trigger has to be owned by the the respective force(s) and has to give to Current Player.




Oct 22 2009, 8:08 pm PIESOFTHENORTH Post #17



figured that might have been why.

didn't know it had to be exactly like that.

thanks.



None.

Oct 22 2009, 10:58 pm payne Post #18

:payne:

Quote
Map revealers can be pre-placed or created. The strange thing about them however, is that they do not exist in any location.

The action "Center Location X on Map Revealer owned by Player Y at Location Z" will not center Location X on a map revealer, it will
center Location X on the center of Location Z. This can be a useful little trick for manipulating locations, or an annoying bug since
its hard to figure out why your location isn't going on the map revealer for apparently no reason.

Map revealers can not be removed or killed with the "Remove units at location" or "Kill units at location", but they can be removed by the
"Remove Unit" or "Kill Unit" action, since they are not location-dependant. This will remove all map revealers for a player.
Map revealers also cannot be given to another player once created.
Source: http://www.staredit.net/topic/7783/



None.

Oct 23 2009, 12:01 am PIESOFTHENORTH Post #19



ok. One other question:

For this trigger:

Quote
All Players
Conditions:
Neutral brings at least 1 [any unit] to anywhere
Actions:
Give 1 (or all) [any unit] at anywhere of neutral to Current Player
Preserve trigger

It gives the units to Player 1. That's cool, but is there a way to make it give all the units to a random player from Force 1?



None.

Oct 23 2009, 12:17 am Madroc Post #20



Quote from PIESOFTHENORTH
ok. One other question:

For this trigger:

Quote
All Players
Conditions:
Neutral brings at least 1 [any unit] to anywhere
Actions:
Give 1 (or all) [any unit] at anywhere of neutral to Current Player
Preserve trigger

It gives the units to Player 1. That's cool, but is there a way to make it give all the units to a random player from Force 1?
If you have it only give 1 (not all), it will give the leftmost unit to player 1, the next leftmost unit to player 2, the next leftmost to player 3, the next leftmost to player 4, and so on until player 8 or whatever. Then the next trigger cycle it will happen again. So effectively each player gets the same number of units. Is that sufficient?



None.

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