Staredit Network

Staredit Network -> UMS Assistance -> Max Army Size
Report, edit, etc...Posted by Elven_Fury on 2004-10-22 at 01:08:23
in the ums map lotr A Desperate Hope it sets the max army size per player depending on how many players are in the game and i want to know how it does that
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-22 at 01:18:23
Well for all the building unit triggers then there is a condition something like "current player commands at most "max units"

He would have to have differant copies for the differant amount of players there are.

There are several ways you could do it really.
Report, edit, etc...Posted by EruIluvatar on 2004-10-22 at 09:56:14
I know what you're talking about. Yeah , its pretty ez (I COULD just unprotect the map and figure it out, but wonder of wonders, I don't do that, haha). He probably just has location seperate frmo gaemplay, each player has a building there. When there are 6 buildings, the message and trigs setting it to say, 175 men are activated. When a player dies, or leaves, his buuildnig is d estroyed, and the new message comes out. There is probably an ezier way that's just what I thought of right now, reading the post.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-22 at 12:47:51
An easy way to get a count of all the human players is this

Trigger
Players:
¤ All Human Players
Conditions:
¤ Always
Actions:
¤ Set deaths for 'unused unit' to 1 for current player


Err and thats it . . .

So your spawn trigger would look something like this.
Trigger
Players:
¤ Player 1
Conditions:
¤ Current player commands at most 101 men (yes 101 if you want 100 to be the max)
¤ All Player suffers exactly 6 deaths of 'unused unit' (for 6 players being in the game)
Actions:
¤ Spawn a bunch of random units to be clumpped up on some plateform in the middle of a stupid fortress.
¤ Wait an extreamly long amount of time to ensure that this player cannot run any other waits and to slow the pace of the game.
¤ Preserve Trigger so the same dumb thing can happen over and over again.


err. sorry i got carried away LOTR maps are dumb.
Report, edit, etc...Posted by .Coko[CK] on 2004-10-22 at 18:01:56
Actually, i don't believe the map uses Waits; and it isn't protected, go through the triggers and have a look yourself, it uses a system, called. Flags...
Report, edit, etc...Posted by RexyRex on 2004-10-22 at 18:56:20
Or you can use my switch system which is a total waste of time and swtiches but I do like the clean look it has in triggers.

CONDITIONS:
Player 1 commands 1 any unit

ACTIONS:
Set switch, "P1 In Game"

Now make it for every player.
Very customizable.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-23 at 21:50:20
QUOTE(Coko @ Oct 22 2004, 05:01 PM)
Actually, i don't believe the map uses Waits; and it isn't protected, go through the triggers and have a look yourself, it uses a system, called. Flags...
[right][snapback]88238[/snapback][/right]

The point i was trying to get across is how to make the triggers detect how many players are in the game. I could care less about how he did the wait, any method could be easly added to that trigger.

(maybe i should shutup now)

QUOTE(RexyRex @ Oct 22 2004, 05:56 PM)
Or you can use my switch system which is a total waste of time and swtiches but I do like the clean look it has in triggers.

CONDITIONS:
Player 1 commands 1 any unit

ACTIONS:
Set switch, "P1 In Game"

Now make it for every player.
Very customizable.

[right][snapback]88275[/snapback][/right]

The differance in that method is it only checks the players once. If a player leaves the triggers still think he is in the game because the switch remains set.

(the method i mentioned could be converted to that if you desired to)
Next Page (1)