QUOTE(Silent[wolf)
,Aug 16 2004, 03:41 AM] conditions-player 8 commands more civillians at location "Y" then player 7
-player "ppl who voted" control exactly 0 "unit/voter"
Actions- w/e u want like text or sumthin
It would be Commands MOST civs at location Y and that isn't the condition you need.
The Command The Most Units at location checks to see if that player commands the most units at that location. So the triggers would say "yep p7 commands the most men at locaiton Y" Then it would look at location X and say "yep p7 commands the moost men at location X". This conditions is NOT a way to detect witch locaiton has more units.
To do that you ither have to guess values like Roaring Emu said or figure it mathmaticaly like I showed. The problem with guessing is depending on how many players you have voteing it may require just as many triggers if not more than figuring it mathmaticly. If there are more than 2 options and 6 players then there can be alot of results and, you got to take into consideration that not all players will be present.
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To make a voteing system for multiple options do something like this. I will use a counter for each option but can just create units in a distant location as Silent[wolf] did in his example.
Pick Option 1Conditions:
-Player Brings at least one men to location Option1
Actions:
-Set deaths for 'unit1' to add 1 for player x
Pick Option 2Conditions:
-Player Brings at least one men to location Option2
Actions:
-Set deaths for 'unit2' to add 1 for player x
Pick Option 3Conditions:
-Player Brings at least one men to location Option2
Actions:
-Set deaths for 'unit3' to add 1 for player x
... Continute Pattern for More than 3 options...
Subtraction 1Conditions:
-PlayerX has suffered at least 2 deaths for 'Unit1'
-Players command exactly 0 voter
Actions:
-Subtract 1 death for 'Unit1'
-Subtract 1 death for 'Unit2'
-Subtract 1 death for 'Unit3'
...
Subtraction 2Conditions:
-PlayerX has suffered at least 2 deaths for 'Unit2'
-Players command exactly 0 voter
Actions:
-Subtract 1 death for 'Unit1'
-Subtract 1 death for 'Unit2'
-Subtract 1 death for 'Unit3'
...
Continute patuern for each option.
Detect Winner 1Conditions:
-Player X has suffered exactly 1 death of 'unit1'
-Player X has suffered exactly 0 death of 'unit2'
-Player X has suffered exactly 0 death of 'unit3'
-Players command exactly 0 voter
Actions:
-Display "option 1"
Detect Winner 2Conditions:
-Player X has suffered exactly 0 death of 'unit1'
-Player X has suffered exactly 1 death of 'unit2'
-Player X has suffered exactly 0 death of 'unit3'
-Players command exactly 0 voter
Actions:
-Display "option 1"
Continue pattern for each option.
Then of course to detect Ties you need to have triggers check every combo of unit deaths. If you were using units in a secluded location you could check to see if there are at least 2 in all the spots.
Unless some one is planning on using this soon i will not bother to write the triggers out for it.