Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Displaying "Player X eliminated!"
Displaying "Player X eliminated!"
Dec 23 2008, 8:02 am
By: mitchellsalad  

Dec 23 2008, 8:02 am mitchellsalad Post #1



I'm trying to trigger my map to say "Player X eliminated!" when a player owns 0 buildings... so I have:

PLAYERS
All Players
CONDITION
Player 1 commands at most 0 buildings.
ACTION
Display for current player "Player 1 defeated!"

etc... thru player 8.

Problem is, if not all slots are filled, whichever players are missing have their defeat message displayed immediately after the map starts.]

How can I fix this? Thanks!!



None.

Dec 23 2008, 8:19 am BlueFalcon Post #2



8 Switches, Player 1 playing, Player 2 playing, Player 3 etc. (Or a death counter)
Trigger
Players

  • 1
  • Conditions

  • Player 1 owns at least 1 any unit
  • Actions

  • enable switch "player 1 is playing"


  • [TRIGGER]
    [DESCRIPTION]All Players[/DESCRIPTION]
    [CONDITIONS]
    [*]Player 1 commands at most 0 buildings
    [*]"Player 1 is playing" is enabled
    [/CONDITIONS]
    [ACTIONS]
    [*]Display for current player "Player 1 defeated"
    [/ACTIONS]
    [/TRIGGER]

    Wow the trigger forum button doesn't work...




    Dec 23 2008, 8:27 am mitchellsalad Post #3



    Thanks BlueFalcon. I was thinking about doing this, but I thought there might be another way.



    None.

    Dec 23 2008, 8:50 am scwizard Post #4



    It's simple:

    PLAYERS
    Player 1
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 1 defeated!"

    PLAYERS
    Player 2
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 2 defeated!"

    PLAYERS
    Player 3
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 3 defeated!"

    PLAYERS
    Player 4
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 4 defeated!"

    PLAYERS
    Player 5
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 5 defeated!"

    PLAYERS
    Player 6
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 6 defeated!"

    PLAYERS
    Player 7
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 7 defeated!"

    PLAYERS
    Player 8
    CONDITION
    CurrentPlayer commands at most 0 buildings.
    ACTION
    Display for current player "Player 8 defeated!"



    None.

    Dec 23 2008, 9:00 am Elvang Post #5



    Your solution won't work scwizard, as the current player used for text display is also the player the trigger is firing for. I was thinking of sticking a trigger right at the top of the list with 8 actions: a create building/unit trigger for each player. Then any buildings/units that don't show mean that player isn't in the game, so set a switch or death counter to represent that, then add a condition relating to said switch or death counter to his original 8 triggers.

    EDIT: Nvm, thats what BlueFalcon said. Sorry, my eyes glazed over the first time I read your trigger bbcode.



    None.

    Dec 23 2008, 9:21 am scwizard Post #6



    Quote from Elvang
    Your solution won't work scwizard, as the current player used for text display is also the player the trigger is firing for.
    Oh, I forgot display text was subjective like that, derp I look like a huge idiot.

    WentSplat is a renamed tank turret.

    All Players
    CurrentPlayer commands at most 0 buildings.
    Set deaths for CurrentPlayer WentSplat add 1

    All Players
    Deaths of WentSplat for Player 1 is at least 1
    Displaytext for current player "Player 1 went splat lol"


    All Players
    Deaths of WentSplat for Player 2 is at least 1
    Displaytext for current player "Player 2 went splat lol"


    All Players
    Deaths of WentSplat for Player 3 is at least 1
    Displaytext for current player "Player 3 went splat lol"


    All Players
    Deaths of WentSplat for Player 4 is at least 1
    Displaytext for current player "Player 4 went splat lol"


    All Players
    Deaths of WentSplat for Player 5 is at least 1
    Displaytext for current player "Player 5 went splat lol"


    All Players
    Deaths of WentSplat for Player 6 is at least 1
    Displaytext for current player "Player 6 went splat lol"


    All Players
    Deaths of WentSplat for Player 7 is at least 1
    Displaytext for current player "Player 7 went splat lol"


    All Players
    Deaths of WentSplat for Player 8 is at least 1
    Displaytext for current player "Player 8 went splat lol"

    Do I win yet?



    None.

    Dec 23 2008, 10:34 am Ahli Post #7

    I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

    if somebody leaves or drops your system fails, scwizard ^^
    can I see your third try? :D
    bluefalcon's solution works and I guess that it would be the best method because using deathcounters instead has no advantage (it would be a waste...).




    Dec 23 2008, 10:56 am Falkoner Post #8



    Yeah, scwizard, BlueFalcon's works, and it looks like all you were doing was the same thing with death counts instead of switches.



    None.

    Dec 23 2008, 3:10 pm scwizard Post #9



    Quote from Ahli
    if somebody leaves or drops your system fails, scwizard ^^
    True :(

    I still like my way better though :P

    (I mean dropping doesn't mean you've been defeated, it means you've dropped right? Seriously though use BlueFalcon's method)



    None.

    Dec 23 2008, 3:33 pm Strilanc Post #10



    You should use death counts instead of switches to indicate a player is in the game.

    Always - Set death counts for 'player state' to 1

    Player X commands 0 buildings and Player X has 1 deaths of 'player state': show 'Player X dead!'



    None.

    Dec 23 2008, 3:37 pm ForTheSwarm Post #11



    Switches are fine, since I'm pretty sure it's a melee-like map.



    None.

    Dec 23 2008, 7:11 pm Zhuinden Post #12



    And I'm pretty sure I'd do it like Strilanc would, and I'd add an ElapsedTime at least 3 gameseconds as well to the condition, just in case.



    None.

    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [02:14 am]
    Oh_Man -- pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
    [2026-9-25. : 2:22 pm]
    Oh_Man -- https://youtu.be/Lfo4C0xzU04
    [2026-9-25. : 12:00 am]
    Oh_Man -- he hasnt won a single game so far this is hilarious
    [2026-9-24. : 11:41 pm]
    Oh_Man -- new arty username Rage Against The Machine
    [2026-9-24. : 10:14 pm]
    Oh_Man -- https://m.youtube.com/watch?v=KPXri8q9ZBs artys vsing the bot now
    [2026-9-24. : 8:12 pm]
    Ultraviolet -- do you even lift bro?
    [2026-9-23. : 5:21 pm]
    NudeRaider -- Oh_Man
    Oh_Man shouted: NudeRaider yeh thts straight up cheating
    the mutas yes, the wraiths probably not. Have you even watched the video? ;)
    [2026-9-23. : 12:56 pm]
    Oh_Man -- NudeRaider
    NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
    yeh thts straight up cheating
    [2026-9-23. : 12:24 pm]
    Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
    Please log in to shout.


    Members Online: Zycorax, Oh_Man