"a player leaves -> give control of his units to allies" trigger does not work

Jarko89

New Member
Reaction score
1
here the trigger, i hope you dont mind if player names are written in italian (my wc3 version is in italian):

Code:
Leavers

    Events

        Giocatore - Giocatore (Rosso) leaves the game
        Giocatore - Giocatore 2 (Blu) leaves the game
        Giocatore - Giocatore 3 (Ocra) leaves the game
        Giocatore - Giocatore 4 (Viola) leaves the game
        Giocatore - Giocatore 5 (Giallo) leaves the game
        Giocatore - Giocatore 6 (Arancione) leaves the game
        Giocatore - Giocatore 7 (Verde) leaves the game
        Giocatore - Giocatore 8 (Rosa) leaves the game
        Giocatore - Giocatore 9 (Grigio) leaves the game
        Giocatore - Giocatore 10 (Celeste) leaves the game

    Conditions

    Actions
   
        Player Group - Make (All allies of (Triggering player)) treat (Player group((Triggering player))) as an Ally with shared vision and shared units

ok... this does not work. i cant use leaver's units and heroes. why that?? :banghead:

thx a lot!

PS: dont tell me to do this:

Code:
Game - Grant shared vision and full shared unit control of (Triggering Player) units with his/her allies

because it will display a shared resources board and i dont want it :)
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
very simple, just change it to this:
Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) leaves the game
        Player - ...
    Conditions
    Actions
        Set Allys = (All allies of (Triggering player))
        Player Group - Pick every player in Allys and do (Actions)
            Loop - Actions
                Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
        Custom script: call DestroyGroup (udg_Allys)

but the multiboard with resources will still show up, you can't undo that.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
Alliances need to be set both ways to work correctly.
You can be my ally while my units still beat yours...

The team resources multiboard can be turned off.
Multiboard - Hide all multiboards.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
Alliances need to be set both ways to work correctly.
You can be my ally while my units still beat yours...

are you sure? i think the shared unit control hasn't got to be set for both players. As far as i know i can grant you shared unit control even if you dont give it to me.
 

Jarko89

New Member
Reaction score
1
very simple, just change it to this:
Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) leaves the game
        Player - ...
    Conditions
    Actions
        Set Allys = (All allies of (Triggering player))
        Player Group - Pick every player in Allys and do (Actions)
            Loop - Actions
                Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
        Custom script: call DestroyGroup (udg_Allys)

but the multiboard with resources will still show up, you can't undo that.

i can undo that coz i use SHARED UNITS and not FULL SHARED UNITS. btw where is the difference between my trigger and yours? mine should work too... :(

Alliances need to be set both ways to work correctly.
You can be my ally while my units still beat yours...

The team resources multiboard can be turned off.
Multiboard - Hide all multiboards.

what do u mean with "both ways"? can u post a trigger pls? thank u!!

hide all multiboards do not work i dunno why. check this tnx http://www.thehelper.net/forums/showthread.php?t=105978
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> i think the shared unit control hasn't got to be set for both players

Indeed.
But, had he done it, it would have worked.
The trigger in post #1 only does one way... unfortunately, not the one needed.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
the difference between mine and yours? very easy, just have a look:
This is yours:
Code:
Player Group - Make [B](All allies of (Triggering player))[/B] treat [B](Player group((Triggering player)))[/B] as an Ally with shared vision and shared units
This is mine:
Code:
Player - Make [B](Triggering player)[/B] treat [B](All allies of (triggering player))[/B] as an Ally with shared vision and full shared units

the leaving player got to ally the other one's not the other way around.
 

Jarko89

New Member
Reaction score
1
yeahhhh tnx acehart!!

i just added to this:

Code:
Player Group - Make (All allies of (Triggering player)) treat (Player group((Triggering player))) as an Ally with shared vision and shared units

this:

Code:
Player Group - Make (Player group((Triggering player))) treat (All allies of (Triggering player)) as an Ally with shared vision and shared units

now it works perfectly! thank youuuuuuuuuuuuuuuu
 

Terrabull

Veteran Member (Done that)
Reaction score
38
Alliances need to be set both ways to work correctly.
You can be my ally while my units still beat yours...

The team resources multiboard can be turned off.
Multiboard - Hide all multiboards.

The problem with this is that then you can no longer show your own multiboards. Instead use this:
Multiboard - Hide Last Created Multiboard
Then show your multiboard again.
 
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