Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Ally triggering.
Ally triggering.
Jun 16 2009, 8:28 pm
By: fafnyr  

Jun 16 2009, 8:28 pm fafnyr Post #1



I'm trying to make a 5 player melee map where each player allies with both adjacent players and tries to kill the two non adjacent players. I'm trying to make triggers that have it ally the adjacent players for them. So if player 1 is at 12 position, then it would ally with 9 and 3 positions. I've only done triggers for player 1 so far but the problem is, only the 9, 12, and 3 positions ally. Any other position, such as 5 or 7, do not do anything at all. The positions are random and I tested making all the players except player 1 a computer.

Anyone have any ideas on how to make this work?

Thank you.



None.

Jun 16 2009, 8:51 pm Wormer Post #2



As a rough answer.
If you randomize players via setting Randomize Start Location flag in Forces menu, then each particular "player" will always start on the same position. When you set this flag human players in lobby simply randomly distributed between "players" in the map. That means you can statically distribute players among spots and make static triggers for each player according to it's spot. For example, if you place players 1, 2 and 3 on positions 9, 12 and 3 you'll make triggers for player 2 to ally players 1 and 3.



Some.

Jun 16 2009, 9:06 pm Vrael Post #3



You can setup something like this:

Use a unique, non-killable death count, and set to 1 for each player, ex

Always
Set Deaths for P1 to 1 for Ruins

Always
Set Deaths for P2 to 1 for Cantina

ect ect ect

Then have a bunch of triggers like
Triggr(Player 1){
Conditions:
P1 Brings at least 1 building to Area 12
P2 Brings at least 1 building to Area 9
Foes has suffered at least 1 deaths of "Whatever DC is P2's unique unit"
Actions:
Set P2 to Ally
}

Triggr(Player 1){
Conditions:
P1 Brings at least 1 building to Area 12
P2 Brings at least 1 building to Area 3
Foes has suffered at least 1 deaths of "Whatever DC is P2's unique unit"
Actions:
Set P2 to Ally
}

Triggr(Player 2){
Conditions:
P1 Brings at least 1 building to Area 12
P2 Brings at least 1 building to Area 9
Foes has suffered at least 1 deaths of "Whatever DC is P1's unique unit"
Actions:
Set P1 to Ally
}

and on and on, for every permutation of players in all positions.



None.

Jun 16 2009, 10:22 pm fafnyr Post #4



This is what I have so far using the death counts but when I start at 3, nothing happens. Do random positions affect the triggers?

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