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Staredit Network -> UMS Assistance -> Player dection without units
Report, edit, etc...Posted by eXile5 on 2004-12-23 at 17:19:33
In the map i'm currently trying to make, theres a group inventory. When player 1 is there, all the units are given to him in the inventory. But when there is no player 1, player 2 can't see the inventory on account that theres a map revealer for player 1. I already know how to give player 12 units away when someone leaves, I just need player dection without units.

And after rereading it, it just sounds like a bunch of rambling.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-23 at 20:33:50
If they start out owned by player 1, and he isn't in the game when it starts, his units won't be there.

QUOTE(eXile5)
And after rereading it, it just sounds like a bunch of rambling.
Yeah,.. it's a little hard to understand but I'll try.

You could give the map revealer to player 2, using units, but the map revealer can't be seen which is useful sometimes. If the player is still there, you can use an AI script for vision, but I think you mean the player isn't in the game.
Report, edit, etc...Posted by terrenblade on 2004-12-23 at 20:37:33
If the goal is to only have one player be able to see the inventory at a time, you could just give the units to the player who's accessing the inventory. But, if you want all the players to see it all the time, then you should use a trigger to give a map revealer to the force the players are in. This should give a maprevaler to all the players preasent in the game.
Report, edit, etc...Posted by eXile5 on 2004-12-23 at 21:05:20
QUOTE(Zerg Playing Dead @ Dec 23 2004, 08:33 PM)
If they start out owned by player 1, and he isn't in the game when it starts, his units won't be there.


I already know that. That's why the title says "Player dection without units".
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-23 at 21:17:10
You should have something like:

-Give a building to every active player

-and a trigger like this:

condition:
°P12 control at least 1 "map revealer"
°P1 Have the "building"

actions:
°Give all map revealer to P1

-another one:

condition:
°p12 control at least 1 "map revealer"
°p1 Controla at least 0 "building" (He not here)
°P2 control at least 1 "building"

Action:
Give all map revealer to P2


I don't know if it"s working well but you should have to give a try!
Report, edit, etc...Posted by PearS on 2004-12-23 at 21:53:01
OR if all the players are in the same force, you can have a trigger for the force saying something like

Always

Create one Map Revealer for Current Player

Now it will go in order of what players are there. If player one is there, it will go to him. But If p1 and p2 are absent then p3 will get them. Same with creating units that go into the inventory. Just use current player and make the triggers under the force instead of individual players.
Report, edit, etc...Posted by eXile5 on 2004-12-23 at 22:08:47
QUOTE(PearS @ Dec 23 2004, 09:53 PM)
OR if all the players are in the same force, you can have a trigger for the force saying something like

Always

Create one Map Revealer for Current Player

Now it will go in order of what players are there.  If player one is there, it will go to him.  But If p1 and p2 are absent then p3 will get them.  Same with creating units that go into the inventory.  Just use current player and make the triggers under the force instead of individual players.
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That's a pretty good idea.
Report, edit, etc...Posted by Chill on 2004-12-24 at 00:58:13
Just make a trigger for each player that sets a death counter. If the player isn't there, the death counter wont be set for that player because the trigger didnt fire. Then set up another trigger that gives the invintory to player 1 if the death counter is set for player 1, player 2 if player 2s death counter is set, but player 1s isn't, and so on and so forth.
Report, edit, etc...Posted by PearS on 2004-12-24 at 01:52:06
My way is much easier. Its one trigger =p
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-24 at 14:36:20
QUOTE(eXile5 @ Dec 23 2004, 04:19 PM)
In the map i'm currently trying to make, theres a group inventory. When player 1 is there, all the units are given to him in the inventory. But when there is no player 1, player 2 can't see the inventory on account that theres a map revealer for player 1. I already know how to give player 12 units away when someone leaves, I just need player dection without units.

And after rereading it, it just sounds like a bunch of rambling.
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Make a Map revealer for each player. . .
Or maybe that doesn't help at all I don't understand your question.

Also, if you reread your post and realized it was a bunch or rambling why the heck didn't you fix it? I think thats worse then the people who don't even realize there doing it.
Report, edit, etc...Posted by Chill on 2004-12-24 at 16:14:07
QUOTE(PearS @ Dec 24 2004, 01:52 AM)
My way is much easier.  Its one trigger =p
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He said without units. Map revealers are units.

EDIT: Nevermind, he didn't.
EDIT2: Wait, yes, he did. "Player dection without units"
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-24 at 17:35:08
But you can't see them in the game so who cares tongue.gif. There is not good reason to exclude map revealers because they're units, unless you plan on maxing the map with units.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-24 at 21:17:03
I doubt he needs to detect the players presence at all, he just thinks he needs to.
Report, edit, etc...Posted by PearS on 2004-12-27 at 04:26:04
Maybe by detection without a unit he means something there to give him vision of an area. I think he is saying that he only wants one player to see the inventory. So if player one is absent, how would he make it so the vision goes to player two. If thats his question...then I already answered it; if not then I have no clue =p
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-27 at 04:46:29
QUOTE(PearS @ Dec 23 2004, 08:53 PM)
OR if all the players are in the same force, you can have a trigger for the force saying something like

Always

Create one Map Revealer for Current Player

Now it will go in order of what players are there.  If player one is there, it will go to him.  But If p1 and p2 are absent then p3 will get them.  Same with creating units that go into the inventory.  Just use current player and make the triggers under the force instead of individual players.
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No that would give one to each player, not just the first one.

Also you said "make the triggers under the force instead of individual players."
That changes absolutly NOTHING so get that out of your head.
Report, edit, etc...Posted by PearS on 2004-12-27 at 14:36:06
Dude if you don't perserve trigger....then it will make one. And I said to do the trigger in the force....because it would give the one revealer to whoever is in the game. -.- In my Rpg people were complaining about how long the intro is....so I put in a skip intro thing but my map has no player requirements...so I did this to create the unit when the game starts that choose to skip or watch the intro...and it worked for me.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-28 at 00:44:06
QUOTE(PearS @ Dec 27 2004, 01:36 PM)
Dude if you don't perserve trigger....then it will make one.  And I said to do the trigger in the force....because it would give the one revealer to whoever is in the game.  -.-  In my Rpg people were complaining about how long the intro is....so I put in a skip intro thing but my map has no player requirements...so I did this to create the unit when the game starts that choose to skip or watch the intro...and it worked for me.
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Dude your wrong, The lack of preserve trigger will not stop the other triggers from firing. If you think your right prove it, I welcome it.
Report, edit, etc...Posted by PearS on 2004-12-28 at 02:16:58
I'm sorry I was wrong =/. I tested it and it screwed up. But instead of creating a unit, you can place a unit like a turret or w/e for p12. Then have the trigger under the force all the players are in and then give the turret to that force. It'll give it to the top player. Sorry for any confusion.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-28 at 02:40:36
Yeah, what you failed to realize is that Group owned triggers are exactly the same as a copy of that trigger owned by each of the players in that group.

Thus the trigger you listed runs independantly for each of those plaeyrs and just because it fired for one player doesn't mean it can't fire for another.

Of course you could make a simple change to the trigger to prevent the other copies of it from firing. (like set a switch in the actions and require the switch to be cleared in the conditions)

PS. For your give trigger make sure it is give turret owned by P12 (not all players) to current player.
Report, edit, etc...Posted by regimentaL on 2004-12-30 at 11:56:12
QUOTE(eXile5 @ Dec 23 2004, 06:19 PM)
In the map i'm currently trying to make, theres a group inventory. When player 1 is there, all the units are given to him in the inventory. But when there is no player 1, player 2 can't see the inventory on account that theres a map revealer for player 1. I already know how to give player 12 units away when someone leaves, I just need player dection without units.


(im not sure if this quote thing works, if it doesnt just ignore it)

eXile: Why not try giving the units to a computer player? I usually use Player 7 for my 'Neutral Computer' (the computer that is allied to you and owns all the fixed units)

You can then just toggle vision with Player 7 OR, Give the fixed units to Player 12, and create a map revealer for Player 7. You see, there are many various ways of doing this, but i suggest to keep asking around until you find the way you're most comfortable with.
Report, edit, etc...Posted by Deathknight on 2004-12-30 at 14:57:47
To those who suggested a map revealer: I don't think they can be detected or given.

If you want detection, use all players, always, add 1 gas for p12. Then if p12 has #gas-#computer players, that is how much human players are in the game. If that does not work, use the "if player has # opponents remaining in the game" condition.
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