QUOTE(Red2Blue @ Apr 5 2006, 10:30 AM)
It's been a concept i've never decided to act upon. Simply because it is pointless with the amount of lives people throw in maps. Giving each player 200 lives is just silly.
You can give each player a divided amount of lives by setting a custom score for a computer player to whatever amount you want, and then giving away lives one at a time for each active player. You can detect active players with a preplaced unit on the map... or you can be steatlh and have it so that it sets a switch per active player and then give lives away to the players depending on the switch being active and the computer player owning at least 1 life. Of course, you would always end up using a number that is indivisible by the amount of players, thus you would always have a player with more lives then others. This makes your map look really "noob." They would think you couldn't count or something. You can always make the map "forget" about the remainder and simply set score after giving an even amount or ignoring the remainder.
30 lives is good for easier bounds.
1=30
2=15
3=10
4=7(remainder 2)
5=6
6=5
60 lives would be a perfect overall amount as it divides perfectly.
1=60
2=30
3=20
4=15
5=12
6=10
90 lives would be good for hard bounds.
1=90
2=45
3=30
4=22 (remainder 2)
5=18
6=15
I only gave examples of 6 player bounds. This is because 7 is just an annoying number to use. It doesn't divide well into anything.
You can also apply this system for when players leave the game. Give lives from the player to the computer (the custom score lives are owned now by p12 so give away from p12) and from the computer back to the players (and removing remainder if you want).
I believe there were a few maps that had these two systems. But it never really caught on because of the "give lives to player" concept came into play. Everyone makes full house games now anyway.
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i allready made that, only for 120 lives, but i dont give 1 life per player at a time, i just have 6 triggers per player that look at all possible variants.
PLAYER 1 triggers
trigger 1
switch "P1 set lives" is cleared
current player brings atleast 1 any unit to anywhere
Bounders bring exactly 1 bounred
give 120 lives to P1
set "P1 set lives"
trigger 2
switch "P1 set lives" is cleared
current player brings atleast 1 any unit to anywhere
Bounders bring exaxtly 2 bounder
give 60 lives to P1
set "P1 set lives"
& SO ON.... for all 6 players. a bit dumb, but those triggers were easy to copy
By the way, i finished my bound but when i tryed to protect it with Uberation 3 it bugged my map. the same happened when using Pro edit
i know taht you'r an experienced mapmaker, Red2Blue, so can you give me some advise on what to do about it ? thx
