3 questions...

jarekpl12

TH.net Regular
Reaction score
6
1. How to block sources transmision between players?
2. How to hand over player control to all players after his leave? (Like in normal map. To sell items from hero)
3. How to transmit whole gold to all players per every few seconds from leaver?

thx...
 
2.
Trigger:
  • How to share control
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • Player - Player 8 (Pink) leaves the game
    • Conditions
    • Actions
      • Game - Grant shared vision and full shared unit control of (Triggering player) units with his/her allies


3.
Trigger:
  • Gold Transmitting Start
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • Player - Player 8 (Pink) leaves the game
      • Player - Player 9 (Gray) leaves the game
      • Player - Player 10 (Light Blue) leaves the game
      • Player - Player 11 (Dark Green) leaves the game
      • Player - Player 12 (Brown) leaves the game
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering player) Equal to (Player((Integer A)))
            • Then - Actions
              • Set PlayerGoldChest[(Integer A)] = (PlayerGoldChest[(Integer A)] + ((Triggering player) Current gold))
              • Set PlayerGoldChestClone[(Integer A)] = (PlayerGoldChestClone[(Integer A)] + ((Triggering player) Current gold))
              • Player - Set (Triggering player) Current gold to 0
            • Else - Actions

Trigger:
  • Gold Transmission Loop
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player Group - Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
            • Loop - Actions
              • Player - Add ((PlayerGoldChestClone[(Integer A)] / 6) / (Number of players in (All allies of (Player((Integer A)))))) to (Picked player) Current gold
              • Set PlayerGoldChest[(Integer A)] = (PlayerGoldChest[(Integer A)] - ((PlayerGoldChestClone[(Integer A)] / 6) / (Number of players in (All allies of (Player((Integer A)))))))
 
1. How to block sources transmision between players?
2. How to hand over player control to all players after his leave? (Like in normal map. To sell items from hero)
3. How to transmit whole gold to all players per every few seconds from leaver?

thx...


damn sry i meant between his allies

Trigger:
  • Player - Add (PlayerGoldChestClone[(Integer A)] / 6) / (Number of players in (All allies of (Player((Integer A))))))) to (Picked player) Current Gold


Trigger:
  • Player - Add (PlayerGoldChestClone[(Integer A)] / (6 / (Number of players in (All allies of (Player((Integer A))))))) to (Picked player) Current Gold



is any diference between these triggers? If yes I got stupid problem... I'm keep getting the 2nd one if im trying to get 1st.

ah btw I need to exclude Player 1st and Player 2nd because they are just computer. I mean gold transmision per every 2 sec.
 
Trigger:
  • Transmision Loop
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Player Group- Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
            • Loop - Actions
              • Player - Add (PlayerGoldChestClone[(Integer A)] / (5 / (Number of players in (All allies of (Player((Integer A))))))) to (Picked player) Current gold
              • Set PlayerGoldChest[(Integer A)] = ((Number of players in (All allies of (Player((Integer A))))) - (PlayerGoldChestClone[(Integer A)] / (5 / (Number of players in (All allies of (Player((Integer A))))))))



does it work good? I made (1 - 10) and (/ 5) because there are 10 players (excluding 2 pc's)
 
Basically what I made, example.

If player 3 leaves and he had 3000 gold, then that gold is added in PlayerGoldChest. Every 2 seconds leavers gold will be split to his allies. Lets take example that Player 3 had 3 allies. His gold is firstly divided by 6 (parts), which means allies will get all gold after 12 seconds. Now it would be 600, but now for sharing everything equal, 600 is divided by 3 (cause Player 3 has 3 allies) which means 200 gold. And so ally will receive 200 gold every 2 seconds until PlayerGoldChest is empty.

Also I forgot to add condition, this should be trigger now.
Trigger:
  • Gold Transmission Loop
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player Group - Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
            • Loop - Actions
              • Player - Add ((PlayerGoldChestClone[(Integer A)] / 6) / (Number of players in (All allies of (Player((Integer A)))))) to (Picked player) Current gold
              • Set PlayerGoldChest[(Integer A)] = (PlayerGoldChest[(Integer A)] - ((PlayerGoldChestClone[(Integer A)] / 6) / (Number of players in (All allies of (Player((Integer A)))))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PlayerGoldChest[(Integer A)] Less than or equal to 0
                • Then - Actions
                  • Set PlayerGoldChest[(Integer A)] = 0
                • Else - Actions


You see, without this condition PlayerGoldChest will go on negative numbers meaning that his allies gold will be... reduced. Also you have few mistakes, you need ((PlayerGoldChestClone[(Integer A)] / 5) not (PlayerGoldChestClone[(IntegerA)] / (5 / (Number of players in (All allies of (Player((IntegerA)))))))). Also why you put (Number of players in (All allies of (Player((IntegerA))))) at start...?

Well to make this easier for you, I just send map which has triggers. Also It doesn't matter if player is computer or not, it only happens to leavers.
 

Attachments

  • Gold Transmission.w3x
    17.3 KB · Views: 181
and it will work well? I got map where are 10 Users (5 from first site and 5 from second site) and 2 Computers (1 from first and 1 from second)... I want also to keep transfer money from both Computers to their allies (Players). Will it do that? I also need to transfer wood too...
 
Can u send the trigger also with gold/wood transmission from Player 1 and from Player 2? Player 1 is Ally of Player 8 9 10 11 and 12. Player 2 is Ally of Player 3 4 5 6 and 7. Need to transmite whole gold to their allies because Player 1 and Player 2 earn the most amount of money. thx
 
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