HI, i want to know how the triggers work for the lives in those bounds were when you die yu lose a life and respawn. Dont really feel like finding out by myslef so if you guys know can you please tell me? And how to make all the players lose when non of the ppl have anymore lives.
Thanks
Lives are usually stored as a variable. My preferred method for doing this (there are several... THOUSAND) is to set the deaths for a particular unit for each human player at the beginning of the game to the number of lives you want the players to have. When a player dies, have it subtract 1 from the number of deaths for the designated unit and respawn the player. To end the game when they all run out of lives you can just a run a trigger that defeats them when their Force has 0 deaths for the designated unit. That make any sense?
Heres 1 way i like to do this trick. you can make units for one player such as Marine which you can change name to Life or something, put in a location where nothing will bother them and make them invincible in case the other players don't like you, put a location over it and set triger as.
Conditions:
Player x death count is at least 1
Actions:
Set Death Count for Player x to 0
Remove 1 <whatever you choose to use as life counter> for player x at location x
create 1 <whatever unit is> at location y
Preserve Trigger
If this doesnt work go with that death counter thing. anyway i know for sure sometimes this method has its bugs but don't worry it works pretty good.
You either left something out Death Kid or that trigger is compleatly wrong.
Just set the points on a score to how many lifes you want, say building razings and subtract a life when the guy dies and when he has 0 razings he loses.
Here's another way. You could make a triggers like this to complete process.
TRIGGER ONE
PLAYERS
" force:bounders"
=CONDITIONS=
custom score is at least 1 (custom score=lives)
=ACTIONS=
Set swtich "lives" SET
Preserve Trigger
TRIGGER TWO
PLAYERS
" force:bounders"
=CONDITIONS=
Custom score is at exactly 0
=ACTIONS=
Set Switch "Lives" CLEAR
Preserve Trigger
TRIGGER THREE
PLAYERS
" force:bounders"
=CONDITIONS=
Switch "lives" is set
Current Player commands exactly "0" zergling
=ACTIONS=
Create 1 zergling at "location" for currentplayer
Preserve Trigger
TRIGGER FOUR
=CONDITIONS=
Switch "lives" is clear
=ACTIONS=
defeat for currentplayer
You could make something like that.
The switch you listed is compleatly useless, the only benifit it has is that it will force all players to lose the game when any one of them loses all there lifes.
Anyways greenreaper your triggers should say this.
Players:
-Force 1:
Conditions:
-Always
Actions:
-set custom score for current player to X (X=how many lifes you want)
Players:
-Force 1:
Conditions:
-Current player custom score is at least 1
-Current player commands exactly 0 zergling
Actions:
-Create one zergling for current player at location 'respawn'
-Subtract one custom score for current player
-Preserve Trigger
Players:
-Force 1
Conditions:
-Force one commands exactly 0 zergling
-Force one custom score is exactly 0
Actions:
-End game in defeat
Thanks guys I'm testing it now..hope it works.
Does seem to work. There is no score sheet and I'm not sure which one I should chose.
Use Leadership Board - Points, and select Custom Points. That will give you the board, for Force 1, which should be your human players.
How do you change the new spawing location after you beat a part?
You can have the location "Spawn" where the trigger that bolt said creates the zerling. When a player beats one level move that location to a new zone, so the zerlings will create in that new zone.
For move it use MOVE LOCATION trigger action. You need to move it on a unit so you can place a burrowed unit for p12, or create a unit there, center Spawn and remove the unit.
Yeah just center the spawning location on its new spot in the same trigger you use to advanced the levels.
For some reasone the second obstacle does not work, i checkd t triggers so many time all. Anyone know why?
Here's the map, second obstacle does not wokr for some reason...
WOW nevermind it is becasue i used hyper triggers. That sucks then...i will now get slow reactions.
Center your respawn on a map revealer its eaier tht way
Lol, actually the easiest way to do it is center on the guy that beat the level so in addition to you trigger to end the level you add center location spawn on bounder at finish level.

Map revaelaer easier just move the location on tht revealer
so once the bounder elaves teh locatoin, it centers on teh next (level u jsut copmleted) level place...
srry obut the bad spelling... i cant type well when i have to be quiet

I'm not sure if you can center locations on map releavers :/
Nm i fixed it, i need to do the obstacles then do the hyper triggers in the triggers area. Kinda weird
Yeah, if you add waits after the hyper triggers you might need to remove and readd them again. Also place the hyper triggers for a player that doesn't have waits.
You can't center a location on a map revealer, and if you center it on a guy who just beat the level then you will be respawning on the edge of the waiting area. Most people try to get them to spawn on the center.
Most bounds are designed so the waiting area is a little rectangular shape. You can use the same location you use to end the previous level as the respawning place for your next level. When you finish the level include a action that centers your respawn location on a nonexistent unit in that location. For example it would look like this
Force 1
Conditions:
-Force 1 bring at least one men to ‘end level 3’
Actions:
-Clear switch level 3
-Set Switch level 4
-Center location ‘respawn’ on ‘independent command center’ owned by ‘player x’ at ‘END LEVEL 3’
The trick is that when you center a location on a unit that isn’t there the location will instead move to the center of the area where you centered the location. Well that’s exactly what we want so we win.
Can you preplace burrowed units for p12? If you can that's another solution.
QUOTE
Can you preplace burrowed units for p12? If you can that's another solution.
And why would you waste burrowed units? Bolt's system is the best --- by far, assuming that what he said is true (I trust him).
wow, i wouldnt have ever thought of that, gj bolt
that is by far the most efficient way to change the spawn location