Unique Defeat Requirements

ThingInTheCoat

Member!
Joined
Mar 30, 2006
Messages
60
Reaction score
0
Location
Clover, SC
I'm creating a map set up with four teams of two -- one player is the active military power, while the other serves as a unique intelligence gatherer: he or she is granted a large revenue of Protoss Observers and a single invulnerable Dark Templar. The spy player is equipped with an indestructible Protoss Pylon to prevent him from being shunted from the game until his partner is eliminated. However, here runs the problem: I am unable to figure out the triggers needed to cause defeat when ones allies are eliminated. Can anyone help me here?
 

Lord of Nukes

BattleForums Member
Joined
Jun 24, 2005
Messages
371
Reaction score
0
Location
New England
Website
www.scindex.com
If I interpreted the problem correctly.

==Players;
-"Allies"
==Conditions;
-Brings "at most" "0" "units" to location "Anywhere"
==Actions;
-Defeat for current player

I have not tested this. It is possible that the condition is rendered void if there are no allies to own units. If this does work, you'll still run into problems if players ally their intended enemies or unally whoever they're supposed to be allied with. If you aren't going to have triggers automatically setting alliances, then have the conditon be specific to each player, and copied until all the intended allies have been accounted for by the condition.
 

ThingInTheCoat

Member!
Joined
Mar 30, 2006
Messages
60
Reaction score
0
Location
Clover, SC
I think I can figure something out from that advice. This trigger-editing is becoming easier and easier now. Thanks, good Nukes.
 

NewPosts

New threads

Top