How do I make it so that if Player 2 isn't in the game when it starts his units don't spawn on the board when the game starts?
Thanks
Shek|||Events:
Map initialization
Conditions:
Player 2 (blue) slot status equal to is playing equal to true
Actions:
Unit - Create 1 unit#1 at location#1
Unit - Create 1 unit#2 at location#2
etc
etc
If you need a more complicated trigger, like for all players, I'm happy to help further|||Say I wanted to place units for them on the map before i load triggers, is there a way to make those disappear when the game begins.|||Yes.
First you put the units you (may) want to remove in a Unit Group. Do this by:
Events:
Map Initialization
Conditions:
Actions:
Unit Group - Add Unit #1 to <MyUnitGroupVariable>
Unit Group - Add Unit #2 to <MyUnitGroupVariable>
___________________________________________
Then, in a second trigger you could do:
Events:
Elapsed Game time equal to 1.00 seconds
Conditions:
Player 2 (blue) slot status equal to playing equal to false
Actions:
Unit Group - Pick every unit in <MyUnitGroupVariable> and do Actions:
Loop - Actions: Remove Picked Unit from the game.
_____________________________________________
Or you could do it all in one trigger:
Events:
Map Initialization
Conditions:
Actions:
Unit Group - Add Unit #1 to <MyUnitGroupVariable>
Unit Group - Add Unit #2 to <MyUnitGroupVariable>
If / Then / Else:
If Player 2 (blue) slot status equal to playing equal to false
Then:
Unit Group - Pick every unit in <MyUnitGroupVariable> and do Actions:
Loop - Actions: Remove Picked Unit from the game.
Else:
Do Nothing
You're welcome|||Although Firetruck's way will work, it will get annoying if there's a lot of units on the map, or if you're often changing them. A better way is this:
Code:
Events:
Map Initialization
Conditions:
Actions:
If / Then/ Else, Multiple Functions:
If Player 2 (Blue) slot status Equal to Is unused
Then:
Custom Script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in Units owned by Player 2 (Blue) and do Actions:
Unit - Remove (Picked Unit)
Else Actions:
Do Nothing (Or just put nothing at all in Else)
The bj_wantDestroyGroup just prevents a unit group from leaking, you can find Custom Script near the top of the trigger actions list.
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