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Staredit Network -> UMS Assistance -> Question about Give Buildings
Report, edit, etc...Posted by linK_ on 2004-11-02 at 23:04:38
lol.. aloah there..!

Since this is my 1st Post, first of all i wanna say hi to ya all !! biggrin.gif tongue.gif



My Question is about the Give Buildings Trigger... What i wanan do is:
Imagine a 2v2 Ally UMS Map.. But only Player 1 and Player 3 (the 1st Player of both teams) have the building (the onmly one exist) .. and my trigger says if this building is gone then the current team loose...

So now imagine during the game Player 3 is in ahste and has to leave...
What happens.. game end and player 4 (his ally) cant contiune the game without ghim cauze he own the triggerd bulding..


I guess u allready know what i want.. wink.gif



How can i give the building to the allied palyer which is there alone now and dont want to loose just beacuase his ally left.. But while the building is given it should also not change the stats (damage etc..)


So in short.. how can i give a building to an ally palyer if the palyer which owned the building before leaves the game (only on leaving.. not if he dies.. jus at previous leaving..)




Thnx alot in advance!

Peace

helpsmilie.gif cool1.gif
Report, edit, etc...Posted by PearS on 2004-11-02 at 23:17:43
There is several ways of fixing this. First you can make it so any player can bring a unit to the building and control it (that would be easiest). You could also make a trigger saying that:

'player 3' controls exactly '0' 'any unit'

give one 'building' at 'team 2' to 'player 4'


Another way you could do this is to use p12 triggers, but that may be a bit too advanced for you. But i'll explain any way. P12 is who gets all units/buildings of players who leave the game. So if player three left, his building would be given to p12. If you download the p12 triggers all you would have to do is:

'p12' brings at least '1' 'building' to 'team2'

give one 'building' owned by 'p12' at 'team 2' to player '4'

hope that helps
Report, edit, etc...Posted by linK_ on 2004-11-02 at 23:37:20
hey thnx for ya replie smile.gif

all in all it seems like i badly need the player 12 triggers...
(only way it works like i want)



ok i dld the trg package and loaded it to my current triggers ...
i work with SCXE Special Mode... When i loaded them, they show up under All Players... lol then i had a short look and really have to say i dont know whats going on there biggrin.gif


am i allowed to edit the loaded trigegr or shoudl i leave it original and copy it .. and then edit the copied version.. or is there any good and full tutorial on how using palyer 12 triggers...


im not sure if i udnerstand the last trigger (pl12) u wrote...


Thnx again

cool1.gif
Report, edit, etc...Posted by FaZ- on 2004-11-02 at 23:53:06
If you are using xtra the p12 triggers will look like "_ commands at least 1 building." give all buildings owned by _ to player 2/4." The blank space is where p12 actually is, but in xtra editor you cant actual see that it says p12, so it leaves a blank space. it will function correct in the game.
Report, edit, etc...Posted by linK_ on 2004-11-02 at 23:59:52
well in fact i dld this

http://www.staredit.net/index.php?download=281

and have a lot more in this trigger then just 1 if and 1 then... its about 7 ifs and 20 thens.... thats what makes me confuse...

confused.gif


or is this i dld just and example and payer 12 is always called if u leave the "_" instead of adding any player ?

ermm.gif
Report, edit, etc...Posted by PearS on 2004-11-03 at 00:42:03
Yes i know what you mean. When you download the p12 triggers, it contains every condition and i think every action that can effect p12....so all you do is delete the ones you dont want to use and keep the rest, modifying them as you see fit.
Report, edit, etc...Posted by linK_ on 2004-11-03 at 10:50:27
hehe thnx alot smile.gif biggrin.gif


so if i udnertsand it right... everytime when i leave the "_" instaed of choosing a player, i call payer 12 ... and so ican use it same way as other triggers...

ermm.gif smile.gif
Report, edit, etc...Posted by FaZ- on 2004-11-03 at 14:54:56
Yes, that's right. Be sure not to change it though, because you can't change it back without reloading the triggers. You may want to copy it and leave it as a spare with a never condition as a precaution against doing such, or screwing them up in a different manner. P12 triggers are quite easy tho once you know how they work. Glad to help.
Report, edit, etc...Posted by Urmom(U) on 2004-11-03 at 15:07:41
well wouldnt you make the triggers owned by p1 and p3 or whoever owns the building and then do the p12 trigger and then give to current player because you dont really know which player left. is this right?
Report, edit, etc...Posted by linK_ on 2004-11-03 at 20:41:06
hehe well.. thnx again.. cool1.gif


and in fact u only need the triggers for palyer 2 or 4 cauze player 1 and 3 own the bulding... so if 2 or 4 leave this wont effect anything.. anly if 1 or 3 leave they should give there units to the allies... smile.gif


Ok so lets say the original location of the "Pylon" is "Pylon Bottom".. owned by player 1.. and i want to give this building to payler 2 if payer 1 leaves and the builidng should be crated alos @ "Pylon Bottom"...

Would this trigger be right ?!


'_' brings at least '1' 'Pylon' to 'Pylon Bottom'
-------------------------------------------------------------
give one 'Pylon' owned by '_' at 'Pylon Bottom' to player '2'



or did i totally messed it now ?!


ermm.gif wink.gif
Report, edit, etc...Posted by FaZ- on 2004-11-03 at 20:50:01
Yes, that is a correct trigger. It should work perfectly. Just make sure the trigger is owned by atleast player 2. (it won't fire if player 1 has left)
Report, edit, etc...Posted by linK_ on 2004-11-03 at 21:00:53
wink.gif biggrin.gif thx


so i copy the trigger once and 1 time i let it be owned by player 2 (Trigger 1)
and 1 time owned by player 4 (Trigger 2) ...

and i have to change the location from "pylon bottom" to "pylon top"
at the 2nd Trigger... right ?!

happy.gif


i hope they dont conflict eachother .. (those 2 triggers) ..
Report, edit, etc...Posted by FaZ- on 2004-11-04 at 16:01:04
That is right. The triggers won't conflict as long as the locations are completely different.
Report, edit, etc...Posted by PCFredZ on 2004-11-04 at 16:12:30
Don't fret about making mistakes; the best way to learn is to go ahead with a blank map isolating only the triggers you want to test and just, well test it out. Nothing to lose, everything to gain.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-04 at 16:43:53
QUOTE(linK_ @ Nov 3 2004, 08:41 PM)
hehe well.. thnx again..   cool1.gif
and in fact u only need the triggers for palyer 2 or 4 cauze player 1 and 3 own the bulding... so if 2 or 4 leave this wont effect anything.. anly if 1 or 3 leave they should give there units to the allies... smile.gif
Ok so lets say the original location of the "Pylon" is "Pylon Bottom".. owned by player 1.. and i want to give this building to payler 2 if payer 1 leaves and the builidng should be crated alos @ "Pylon Bottom"...

Would this trigger be right ?!
'_' brings at least '1' 'Pylon' to 'Pylon Bottom'
-------------------------------------------------------------
give one 'Pylon' owned by '_' at 'Pylon Bottom' to player '2'
or did i totally messed it now ?!
ermm.gif   wink.gif
[right][snapback]94172[/snapback][/right]

Make sure this is above your lose trigger otherwise the lose trigger will fire before this causing you to lose before the building is given to the player.
Report, edit, etc...Posted by FaZ- on 2004-11-04 at 20:21:29
Only if you are using a novice lose trigger. You imagine him using:

Cond:
- Force Bottom Team commands no pylon at location base.
Action:
- End Scenario in Defeat.
---------------------------------
A better trigger:

Cond:
- All players command no pylon at location base.
Action:
- Defeat.

This way p12 is included (i believe it should be anyway, not positive. correct me if i am wrong.)
Report, edit, etc...Posted by linK_ on 2004-11-06 at 15:21:18
well smile.gif

thnx for all ya tips...
i will try both ways and surley on a new map biggrin.gif

allthough i have backups of my maps every time be4 i change sumthing i dont know wink.gif


peace
cool1.gif
Report, edit, etc...Posted by Thels on 2004-11-07 at 00:16:38
Another option is to just check the existence of the building, not checking if force 1 (or whatever) has it. In that case, when player 1 leaves, player 12 gets the building, but all alliance settings are retained, so it acts exactly as if player 1 was still owning it.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-07 at 09:17:01
Trigger
Players:
¤ player (allie who left)
Conditions:
¤ player (allie who left) commands exacly 0 command center
Actions:
¤ give all command center at LOCATION to player (person still in game)


ya i think thats how ya do it wink.gif
Report, edit, etc...Posted by Thels on 2004-11-07 at 10:07:03
Once a player left the game, no triggers will activate for that player.
Report, edit, etc...Posted by PCFredZ on 2004-11-07 at 10:41:12
No, you can't run a trigger for a player who's not there.

ADDITION: No, you can't run a trigger for a player who's not there.

ADDITION: No, you can't run a trigger for a player who's not there.
Report, edit, etc...Posted by linK_ on 2004-11-13 at 11:34:06
well finally i got it all working.. wink.gif

thx for all ure help!!
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