Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: When a player leaves, allies get units evenly
When a player leaves, allies get units evenly
Nov 2 2007, 10:56 pm
By: woland  

Nov 2 2007, 10:56 pm woland Post #1



I know how to make a trigger so that when someone leaves a player gets his unit. However is there a way for this trigger to dsitribute units evenly among allies?



None.

Nov 2 2007, 11:31 pm who Post #2



This method should be relatively even...

For each player, have a trigger that, if P12 commands at least 1 anyunit, give 1 anyunit to current player, and preserve.



None.

Nov 2 2007, 11:33 pm Hugel Post #3



The simplest way to do it would be:
Force:
Allies

Condition:
Player 12 brings any unit to anywhere.

Action:
Give 1 any unit from Player 12 to Current Player.
Preserve Trigger.

Since its set for a force, it will run for anyone present in the game.
Its set to current player, so each person in the force will run it once and then it will cycle through all players until they all get one.
Then it will preserve and run again for the same players.
Example, you have 5 players, and 6 units for Player 12.
Each player will then take 1 unit, 1 at a time from Player 12.
It will cycle and then the first player to get a unit will get a second unit.

This does not check for different kinds of units however, and would give buildings and units equally.
You could make a trigger like this for each type of unit you wanted to give back to allies.
You could also then add some randomization features to help with predictability.



None.

Nov 2 2007, 11:39 pm woland Post #4



Yea thx for the info



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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