My problem is i have a map i want to be a tournament. But i don't know how to make it so. their are 4 arenas in total, 3 for the Semi-Finals which are all 1v1 leading to the Final which is 1v1v1. but i want to know how can i make it so that when someone wins at their certain arena, they move on to the finals.
P.S. Every second while the player doesn't pick the arena they fight in is randomized. So they fight totally random people.
P.S.S. I really don't want to attach map because i don't want to show something that isn't quite finished yet.
Post has been edited 1 time(s), last time on Mar 12 2010, 12:50 am by XDarkXChidX.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
The basic idea is if a player brings units to an arena but no foe does you set the "won" death counter for Current Player and when the final round starts you create units at Arena 4 (final) only for players with a death of "won" and clear the dc for Current Player.
Example Trigger:[Player Force]Conditions:Current Player brings at least 1 [men] to 'Arena 1'
Foes brings at most 0 [men] to 'Arena 1'
Actions:Set deaths of 'won' to 1 for Current Player
Preserve Trigger
(only necessary if there are multiple rounds)1 Trigger like this for each arena.
The easiest way to detect that everyone is done fighting is to detect for 3 deaths of "won" for [Player Force], but this will fail if there less than 5 players in the game.
If you need advice to account for this case too, just ask.
The basic idea is if a player brings units to an arena but no foe does you set the "won" death counter for Current Player and when the final round starts you create units at Arena 4 (final) only for players with a death of "won" and clear the dc for Current Player.
Example Trigger:
[Player Force]
Conditions:
Current Player brings at least 1 [men] to 'Arena 1'
Foes brings at most 0 [men] to 'Arena 1'
Actions:
Set deaths of 'won' to 1 for Current Player
Preserve Trigger (only necessary if there are multiple rounds)
1 Trigger like this for each arena.
The easiest way to detect that everyone is done fighting is to detect for 3 deaths of "won" for [Player Force], but this will fail if there less than 5 players in the game.
If you need advice to account for this case too, just ask.
I don't think this might necessarily work because.. well if someone chooses before another person, they could be brought to the arena slightly first.. so yeah.
But one question Could that work if i added like a wait or death in their, Or something such as a Unit like a life counter to show that the enemy has entered the arena to then give the win if they died?
None.
It's fairly simple. You need to figure out how to detect when they have won. If you have to kill something to win, then have THAT set the DC that says you won, or ignore it entirely.
If it's whenever foes brings 0 units to the arena, then figure out a way to make it so that nude's trigger will only fire after the opponent has at least 1 unit there. You can do that with 2 more DCs, each being set when the player has 1 unit in the arena. Alternatively, make it so that you can't enter the arena until a certain time, so that you can't go in before everyone else. If you have a countdown clock that counts down from 10, and on 0, move everyone in 2 areas to the arena, that way if the opponent ISN'T there, they forfeit.
Don't use waits. If you need waits, use a DC timer instead, and set the DC timer to something like 10 seconds after the first person enters the arena. If nobody is there after 10 seconds, they win.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
This wasn't a complete-and-perfectly-fit-for-your-map trigger. It was supposed to be an example how to go for it. Of course you'll have to adjust it for your map.
If it has to fire only after a certain event (e.g. both players entered the arena) then just add the appropriate condition.
The most obvious is to use another trigger and another dc that stores the info (if current player and foes brings at least 1 unit to arena), like rockz already mentioned, but there's nothing stopping you from using the same dc: Set it to 1 when both have entered the arena and set it to 2 if he has won (foes 0, current player at least 1 units in arena).
That's still using an extra trigger so you could also create a neutral unit somewhere when you create the player's units in the arena. And add the following condition to my example trigger:
P12 brings at least 2 flags to 'Arena 1'
There's so many ways to account for the delayed creation, either pick one of our random suggestions or think of something yourself that fits best into your map. Again, all these examples are only meant to give you an idea how to solve it, not to be copied by the letter.
P.S. Just thought about something you didn't mention specifically. Is there a (random) delay until the 2nd player enters the arena (e.g. based on player input) or is it just that one player's trigger fires first and right after him (in the same trigger loop) the 2nd player spawns his units?
If the units are created in the same trigger loop then you can simply fix it by getting the order right. Triggers are NOT executed in the order they are sorted in ScmDraft's trigger list but player by player. First all of P1's triggers are run, then all of P2, etc. So If you first create the units, then check for a win you will create and win in the same trigger loop, but if you check for win first, both players have no units, then your units get created, P2's units get created and the next trigger the win trigger checks again and finds both players are having units now and thus is not firing yet.
Post has been edited 1 time(s), last time on Mar 12 2010, 2:07 am by NudeRaider.