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Staredit Network -> UMS Assistance -> Player Leaves
Report, edit, etc...Posted by joker2kill on 2006-03-13 at 10:26:53
I need a trigger that kills all units for a player, that leaves (his own units), but i dont think it can be command 0 units because i have a trigger that creates civs, and it creates it for all of the players. Help plz
Report, edit, etc...Posted by KaboomHahahein on 2006-03-13 at 10:37:05
Not sure if this will work for you (it should unless you have other p12 units). When a player leaves the game, their units become P12. Just make a trigger that kills all P12 units.
Report, edit, etc...Posted by joker2kill on 2006-03-13 at 10:40:47
sorry but that couldnt solve my situation, there would just be a build up of P12 civs in one section of the map

QUOTE
When a player leaves the game

that is what i am trying to figure out what to do
Report, edit, etc...Posted by KaboomHahahein on 2006-03-13 at 11:29:31
No, when a player leaves, their units turn to Player 12 (light blue colour). So, just make a trigger that constantly kills all Player 12 units which will kill the civilians as well.

Oh wait I understand your problem now. Not sure if this works but make a trigger that makes the civilians for Force 1 (whatever slot your human players are in) and I think it should only create the ammount of people in the force. Not sure if it will work though.

OR

You can kill all of player 12 units. Make a separate condition per player that creates the civilians and say P1 left the game do it so that if Player 1 brings atleast 1 unit to anywhere, create one civilian for P1. So if, Player 1 has no units, it won't create the civilian.
Report, edit, etc...Posted by joker2kill on 2006-03-13 at 12:06:19
i cant use the command 0 unit thing because i have parts in the game where they have no units...i could make a ban though, and when the player leaves it kills the ban, then i remove all units...but then that gay ass trigger would still fire... i have a trigger like this:

Trigger
Players:
¤ P1
Conditions:
¤ W/e
Actions:
¤ ....blah
¤ ...blah
¤ Create 1 civilian at XXX for p1
¤ Create 1 civilian at XXX for p2
¤ Create 1 civilian at XXX for p3
¤ Create 1 civilian at XXX for p4
¤ Create 1 civilian at XXX for p5
¤ Create 1 civilian at XXX for p6


and even if they arnt in the game it still creates them
Report, edit, etc...Posted by Zeratul_101 on 2006-03-13 at 12:38:10
QUOTE(joker2kill @ Mar 13 2006, 11:05 AM)





Trigger
Players:
¤ P1
Conditions:
¤ W/e
Actions:
¤ ....blah
¤ ...blah
¤ Create 1 civilian at XXX for p1
¤ Create 1 civilian at XXX for p2
¤ Create 1 civilian at XXX for p3
¤ Create 1 civilian at XXX for p4
¤ Create 1 civilian at XXX for p5
¤ Create 1 civilian at XXX for p6


and even if they arnt in the game it still creates them
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thats your problem right there

lets say player two leaves

player one is still in the game, therefore P2 units are still produced and instantly given to P12(color is still blue though) because the conditions(w/e you have and the fact that P1 is still in the game) are still valid for the trigger to fire.

the solution is to select the force instead of player one, just like kaboom said

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