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SiLeNT(U)

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ok, thats pretty easy,

Conditions:
- Player _ has been defeated

Actions:
- Kill all anyunit owned by player 7 at anywhere
 

InsaneWallaby

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To kill the units and stop the spawning, make a trigger such as...

Players:
Check the Player 7 Box.

Conditions:
Player 2 commands at most 0 any unit. (Command option under conditions)

Actions:
Kill all any unit for current player at anywhere. (Kill units at location option)
End scenario in defeat for current player. (Defeat option under actions)

Do this for each player as a separate trigger, where player 1 loss is equal to player 8 unit deaths, player 2 loss is equal to player 7 unit deaths, etc.
 

Lwek

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Wait wait. IS cru listening to my idea about the killing foes units?
N e ways I had to edit a Asian Matrix map for Mekare509. I atach the map. Play this under single player. There are 6 ways and 5 of the ways are closed off because there are no human players there. Cru the no spawn trigger is under the force called: "Asian Defenders"
 

Bolt Head

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I not paying that close attention but i think the problem is your spawning trigger is for the wrong player.

If it is set up on a current player baces then it will not spawn for players not in the game.
 

tassadar920

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Follow this exactly, and why are you even using computers to kill humans... that's the stupidest thing i've ever heard of.

Player A (copy for all others)
---
Time is 300 milli (can be changed)
---
create 7 zerglings at location <"Player A spawn">

Player A
---
Player has suffered deaths of 7 zerglings (if you want the player to die after his zerglings are dead... i don't know)
Player 7 has exactly 0 <"UNIT"> (if when p7 has no units you lose)
---
set defeat for player A
remove all units for player 7

Those triggesr have to be COPIED for each player and the appropriate locations changed.
 

Lwek

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What are you guys talking about. My trigger is not wrong. It's like this

Players-
force 1
CONDITIONS-
Player 1 brings exactly 0 Forge to 'Banner'.
ACTIONS-
Remove 'all men' for 'foes' at 'kill 1'.
Preserve trigger.

Each player has a way to defend. And if there is no human player there, the enemy units will not appear there.
 

Bolt Head

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oh tassadar the condtion you calling time witch im guessing is elasped time can not be 300millseconds (its impossable)

elsaped time is only in seconds and you should say if it is at least at most or exactly too
 

tassadar920

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Ok the problem i was having was acutlaly that i didn't know it was a defense game.

There is a MUCH easier way to stop units from appearing if the player is not present to defend the area.

P1
---
P1 brings 0 units to <"anywhere">
---
set switch <"p1">

Then in the conditions to create units at p1's area put:

---
<"p1"> is cleared
---

if switch <"p1"> is set, nothing will happen.
 

Lwek

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Do something easier.

E.G.

Pretend theres like 6 ways where the enemies come from. And every level createds 20 units in each way.

OK create a big block of terrain somewhere in the map. For each level create 120 units on that big block. Or create 60 on 2 locations because the location might not be able to hold 120 units. OK have the trigger like this:

Players-
Force 1
Conditions-
'Player 1 is gone' is cleared
Actions-
Move 20 units from 'big block of terrain' to to 'Player 1 defense way'
'Preserve trigger.

Then if player one is gone do this:

Players-
p1
Conditions-
Player 1 brings or commands 0 units
Actions-
set 'Player 1 is gone'

Now that if that switch is turned on then the units will not appear at the defense way. To remove the foes units at the big block of terran do this:

Players:
force 1
Conditions:
'Player 1 is gone' is set.
Actions:
Remove 20 any units for foes at 'big block of terrain'.

That's probably the easiest way to do it.
 

tassadar920

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hmm you'll need a few more triggesr, plus im gonna make some changes on what you said to make it work better:

the comp who ons the units
---
'Player 1 is gone' is cleared
switch <"level 1"> is set
---
Move 20 units from 'big block of terrain' to to 'Player 1 defense way'
Preserve trigger.


the seconds thing is to make sure that it doesn't delete p1 at the beginning of the game (if he starst with a building somewhere on the map you can remove the extra codntiion)
p1
---
elapsed game time is <"VALUE"> seconds
Player 1 commands 0 units
---
set 'Player 1 is gone'

force 1
---
'Player 1 is gone' is set.
switch <"level 1"> is set
---
Remove 20 any units for the comp player at 'big block of terrain'.

some of those trigs will have to be copied to fit the context of the map and to fit the way you make it, but i trust that you will be able to do the rest easily.
 

Lwek

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Thanks, But I was just saying the basic stuff you need. The other stuff can be different because we don't know anything about what Cru's defense map is. Maybe he starts his level by minerals.
 

Bolt Head

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Originally posted by Master Virus
Players-
p1
Conditions-
Player 1 brings or commands 0 units
Actions-
set 'Player 1 is gone'
First off this trigger would not detect if a player is present or not simply because player 1 will not be there to activate the trigger. you would need to have these triggers owned by a differant player.

And could some one tell me exactly what your trying to do here it seems to me your trying to make a complicated trigger to contradict another wrong trigger.
 

tassadar920

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well all i really didn't understand at first was what we were trying to help cru do in his map, i didn't know it was a defense map.

Now that we settled that we can figure out what were doing wrong:

Bolt i thin kthe three that me and master have posted work without contradicting each other?
 

InsaneWallaby

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Okay, I think we might be beating ourselves over our head with cru's vagueness, but I think its just what he asked for--if a player is gone, enemy units stop spawning for him. Easy. All its gotta be is

Players:
Player 1 checked

Conditions:
Current player commands at most 0 any unit.

Actions:
Kill all any unit for (the comp you want to kill) at location anywhere.
End scenario in defeat for (the comp you want to kill).

If its a team defense map, put in something such as elapsed scenario time is at most five game seconds under conditions. Good luck.
 

Bolt Head

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you guys don't get it if Player 1 is not in the game then he won't be there to run the trigger.

and whatever your doing is a act of stopping another trigger from making units or whatever. you need to make the trigger that creates the units in the first place owned by the Player 1 or all the human players, then it will only create an amount relitive to the amount of players you have.

(your all making this way to difficult)
 

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