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Staredit Network -> UMS Assistance -> Unally Trigger
Report, edit, etc...Posted by Hurricane on 2006-05-16 at 03:31:32
I'm trying to create a trigger that causes the game to end if someone unally's. I got it set up like this:


null
Trigger
Players:
¤ All Players
Conditions:
¤ Elapsed scenario time is at least 5 game seconds.
¤ Current player has at least 1 opponent remaining in the game.
Actions:
¤ Display Text: blah blah blah
¤ End scenario in Draw for current player.


Then another trigger:


null
Trigger
Players:
¤ All Players
Conditions:
¤ Always.
Actions:
¤ Set All Players to Ally.


Then when I test out the game, it automatically ends. I am using Player 9 as well. Anyone know what the problem may be?
Report, edit, etc...Posted by Falkoner on 2006-05-16 at 05:02:10
Hmmm... I'm not certain, but why not just set it up as Hyper Triggers so they just don't have the ability to unally, it would make the game much more simple, oh, and to clear something up, what kind of map is it? Because knowing the map helps people come up with ways you can completely change things without messing anything up and still get good results, and also one more question, did the game just end at start, or did it end after 5 seconds?
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-16 at 05:20:58
However much I dislike the idea of ignoring your problem and doing something else. I do agree with Falkoner on this one.

I belive if you can stop someone from doing something it is much better than punishing people for doing it. Like in defence maps I would much rather see a building re-created, than have it killed because I decided to lift it.

About your problem I would just test it with differant values. Maybe it is counting something as a opponent and if you say "at least 2" you would have the same effect of what your trying to do.
Report, edit, etc...Posted by Hurricane on 2006-05-16 at 12:55:32
Type of map: Snipers.

It is a "locks only" style so having hyper triggers to keep people from unallying would just stop people from killing each other.

The game ends after 5 seconds. I tried using the atleast 2, when I do this you can unally and the game doesnt end.

ADDITION:
Do hyper triggers work for Player 9 if I imported the triggers for player 9 from the site?
Report, edit, etc...Posted by Mp)7-7 on 2006-05-16 at 15:47:33
I think it may be because you have player 9 in your map!

Other thsn this I would think about taking the unally thing out because why would you want the game to end if someone un-allied anyway?
Report, edit, etc...Posted by Hurricane on 2006-05-16 at 17:13:54
Because that's pretty much flat out cheating? If everyone has to lock to kill their opponent, and someone unallies seems pretty unfair to me. The fact is I want the game to end when someone unallies. My triggers for this are laid out above, and it isnt working. I do not want to change what I want to happen, I only want for it to work correctly.

I tried setting it to "exactly 1 opponent" the game ended on draw after 5 seconds. Then I set it to "exactly 2" and the game didn't end on an unally. So it has to do with Player 9 I'm sure. But I have to have Player 9 for anti-hack.

Any other suggestions?

ADDITION:
Lol this is so stupid I have no idea why this isn't working... blink.gif
Report, edit, etc...Posted by Noober on 2006-05-16 at 17:28:59
Did you try "at least 2" and unallying with someone?
Report, edit, etc...Posted by Hurricane on 2006-05-16 at 17:44:28
Unfortunately, yes confused.gif
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