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Staredit Network -> UMS Assistance -> Units die when player leaves?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-07 at 08:11:47
how do i get units to die when a player leaves? i've been thinking for a month and tried this and did nothing. can you look at the trigger and tell me whats wrong. ranting.gif

Trigger
Description:
how i think to do this.
Players:
¤ 1
¤ 2
¤ 3
¤ 4
¤ 5
¤ 6
¤ 7
¤ 8
Conditions:
¤ Current Player Commands 0 Units (meaning he is dead i belive)
Actions:
¤ Remove All Of Any Unit For Current Player


Bolt Edit: Changed Topic Title.
Report, edit, etc...Posted by u_dunu_who_me_is on 2005-05-07 at 09:13:28
There is a tutorial for that trigger right here.

http://www.staredit.net/index.php?tutorial=53

Your welcome. happy.gif
Report, edit, etc...Posted by slayer766 on 2005-05-07 at 09:37:59
Thething, you will need to download p12 triggers to be able to kill the units when a player leaves. Find those here: P9-12 Triggers
Report, edit, etc...Posted by KaboomHahahein on 2005-05-07 at 11:03:02
You don't need to download the triggers for it. You can use editors like starforge that allows you to put in p12 in the trigger.
Report, edit, etc...Posted by chuiu on 2005-05-07 at 15:17:49
If the player has 0 any unit then why do you need to remove their units? If they have none then they have none. It's like shooting a corpse.
Report, edit, etc...Posted by Deathknight on 2005-05-07 at 15:32:54

Trigger
Description:
When a player leaves, remove his units.
Players:
¤ All Players.
Conditions:
¤ Player 12 commands at least 1 any unit.
Actions:
¤ Remove all units for Player 12.


This will conflict with minerals and such unless you change the trigger to be location specific.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-07 at 22:40:57
ok i have a certain map that has minerals that NEEDS that trigger i will use locations all around the map except the minerals because it goes like this.

B=BASE R=RESOURCES
|-------------|
|b r ...... r b|
|-------------|
the map is flipped so it shouldnt be a problem yeah i hace starforge but i will just dl P12 TRIGGERS and do it with sce of something.
Report, edit, etc...Posted by Urmom(U) on 2005-05-07 at 22:43:22
how bout you just do

actions:
remove all marine for p12
remove all firebats for p12
remove all medics for p12

and so on? its better than having to do it for each location
Report, edit, etc...Posted by LordVodka on 2005-05-07 at 23:36:56
QUOTE
lol, i like MM2707's post ^_^

in quote so no minerals are added
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-07 at 23:43:47
Chui_Yu_2707 posted here,
but not Minimoose...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-08 at 06:09:23
QUOTE(urmom @ May 8 2005, 12:43 PM)
how bout you just do

actions:
remove all marine for p12
remove all firebats for p12
remove all medics for p12

and so on?  its better than having to do it for each location
[right][snapback]203096[/snapback][/right]

yeah good point but the map only has 3 locations and the mineral fields are in a line. so yeah better then 100 triggers. and to be sure that everyone has the extractors/refinerys/assimialitors on the geyser but ill just have them start with them. but anyway great point.
the current setup is this (not i am not doing all 3 just an example)
Trigger
Players:
¤ Player 12
Conditions:
¤ player 12 commands 1 any unit
Actions:
¤ remove all any unit at PLAYER 1 Base.
¤ same as above but at player 2 base(part of another trigger but the same effect)
¤ same as above but MIDDLE location(part of another trigger but the same effect)

it works alright.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-08 at 11:44:16
QUOTE(ThE_tHiNg @ May 8 2005, 03:09 AM)






Trigger
Players:
¤ Player 12
Conditions:
¤ player 12 commands at least 1 any unit
Actions:
¤ remove all any unit at PLAYER 1 Base.
¤ same as above but at player 2 base(part of another trigger but the same effect)
¤ same as above but MIDDLE location(part of another trigger but the same effect)



the part in red is something you forgot. tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-05-08 at 11:48:31
QUOTE(O)FaRTy1billion @ May 8 2005, 11:44 AM)
QUOTE(ThE_tHiNg @ May 8 2005, 06:09 AM)

yeah good point but the map only has 3 locations and the mineral fields are in a line. so yeah better then 100 triggers. and to be sure that everyone has the extractors/refinerys/assimialitors on the geyser but ill just have them start with them. but anyway great point.
the current setup is this (not i am not doing all 3 just an example)


Trigger
Players:
¤ Player 12
Conditions:
¤ Player 12 commands at least 1 any unit.
Actions:
¤ Remove all any unit for Player 12 at 'Player 1 Base'.
¤ same as above but at player 2 base(part of another trigger but the same effect)
¤ same as above but MIDDLE location(part of another trigger but the same effect)

it works alright.
[right][snapback]203272[/snapback][/right]

the part in red is something you forgot. tongue.gif
[right][snapback]203346[/snapback][/right]
Yeah and a whole bunch of other stuff too... Usually we let that stuff slide disgust.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-08 at 11:55:44
QUOTE(urmom @ May 7 2005, 09:43 PM)
how bout you just do

actions:
remove all marine for p12
remove all firebats for p12
remove all medics for p12

and so on?  its better than having to do it for each location
[right][snapback]203096[/snapback][/right]



why not just remove all 'MEN" for Player 12?

PS. In the future would you name your topic more approiately.
As in not all caps and make it related to the question.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-05-11 at 05:05:25
QUOTE(AN EXPERT MAPMAKER.)
why not just remove all 'MEN" for Player 12?
[right][snapback]203355[/snapback][/right]

yeah good point but then the buildings will stay and the problems the resources would disappear.
Report, edit, etc...Posted by chuiu on 2005-05-11 at 05:20:13
Then remove all BUILDINGS too.
Report, edit, etc...Posted by Slyence on 2005-05-11 at 07:34:02
Here is an easy way to do this (If you ban them)

Make evrey one a unit on the side of your map... When you end scenario for them, Kill the unit on the side of the map for the current player that got banned.

Then make a big location over the whole map, Or just arena. Then use the trigger to kill all units owned by the player that got banned.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-11 at 12:41:17
Thats compleatly unrelated.
Report, edit, etc...Posted by Berserk_Templar on 2005-05-11 at 16:03:23
How about you kill the units instead of "removing" them.
That way resources will stay because they cant die.

Trigger
Players:
¤ Player 12
Conditions:
¤ Player 12 comands at least one buildings.
Actions:
¤ Kill all any unit for Player 12.
¤ Preserve trigger.
Report, edit, etc...Posted by chuiu on 2005-05-11 at 16:06:19
Yes they can.
Report, edit, etc...Posted by Berserk_Templar on 2005-05-11 at 16:10:21
Oh come on.
So if you put "kill all mineral type 1".
The minerals will give a death cry, fall over and dissapear?
Report, edit, etc...Posted by LegacyWeapon on 2005-05-11 at 16:23:58
It will disappear.
Report, edit, etc...Posted by kirby_star on 2005-05-12 at 00:00:18
*in a very dark voice* Minerals don't give death cries!!!
Report, edit, etc...Posted by PCFredZ on 2005-05-14 at 16:05:17
Hehe, people don't even take time to think.

Look at the trigger in the first post, it basically says, "if current player is dead, re-kill current player".
Report, edit, etc...Posted by chuiu on 2005-05-14 at 16:45:50
Look at my first reply, I pointed that out already. tongue.gif
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