Staredit Network > Forums > SC2 Assistance > Topic: how would i make a trigger that kills all
how would i make a trigger that kills all
Jul 27 2011, 6:30 pm
By: naipoo  

Jul 27 2011, 6:30 pm naipoo Post #1



how would i make a trigger that kills all the players that arent there
cuz i kinda deleted the map initialization trigger :blush:



None.

Jul 27 2011, 11:13 pm Roy Post #2

An artist's depiction of an Extended Unit Death

You can recreate the map initialization triggers by making a new map and copying over the trigger to your map, or you can recreate it yourself:
Melee Initialization
    Events
        Game - Map initialization
    Local Variables
    Conditions
    Actions
        Melee - Set melee starting resources for all players
        Melee - Create melee starting units for all players
        Melee - Start the melee AI for all computer players
        Melee - Set default melee options for all players


For manually killing all units from an inactive player, you can iterate over all players, and if that player is inactive, kill all units owned by that player. The action would look something like this for 8 players:
        General - Pick each integer from 1 to 8, and do (Actions)
            Actions
                General - If (Conditions) then do (Actions) else do (Actions)
                    If
                        ((Picked integer) is in (Active Players)) == false
                    Then
                        Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                            Actions
                                Unit - Kill (Picked unit)
                    Else


Hope this helps!




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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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