Player Defeat??

vexoh

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Hi, Does anyone know how i would set a trigger to make a message appear like "Player 1 has been defeated" when their Base is destroyed, its a really simple trigger not sure why i cant work it out :l
Also is it possible to Show the Players name like "player 1 (red) "Players name here" Has been Defeated"
 

MP®

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Just use the action:

Melee Game - Enforce victory/defeat conditions (for all players)

Then you have just normal winning conditions and you get automatically the messages when a player is defeated.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
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Trigger:
  • Game - Display to (All players) the text: (Player 1 Red + ((Name of (Triggering player)) + has died!))


You would have to do this for all players though.
 

vexoh

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Just use the action:

Melee Game - Enforce victory/defeat conditions (for all players)

Then you have just normal winning conditions and you get automatically the messages when a player is defeated.

No no no, I mean When their base is destroyed ( a custom building ) not just when all your their units are dead
Basicly this is what i want
Event:
Unit a unit dies
condition:
unit owner equal to player 1 red
unit equal to "(player base building)"
Action:
Remove all units of player 1 red
Show message: Player 1 red has been Defeated

i been trying stuff like that for a while and cant figure it out, Would really appreciate if someone could tell me how to put this trigger in correctly, Thanks.
 

jnZ

I
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and where exactly is the problem? you already know what you have to do so why don't you put it into a trigger?
 

vexoh

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and where exactly is the problem? you already know what you have to do so why don't you put it into a trigger?

"i been trying stuff like that for a while and cant figure it out, Would really appreciate if someone could tell me how to put this trigger in correctly, Thanks."

.....
 

MP®

Member
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So you just want someone to make the trigger for you... :p

Well here you go:

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Castle
    • Actions
      • Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit))) and do (Actions)
        • Loop - Actions
          • Unit - Kill (Picked unit)
      • Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has been defeated!)

You get the text with the 'Concentrated String', this allows you to combine various strings. In this case it's the name of the player + the text "[space]has been defeated!" You can also add team color, player number etc. if you want, but I think you will find that out. (player number = an integer, so you will have to convert integer to string ('conversion')

To the pro's: This trigger does leak indeed, but I don't think it is necessary to remove a group when the trigger runs only max 12 times.. (correct me if I'm wrong) And I don't want it to be too complicated for vexoh :p
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
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Dieing unit.... dieing unit works better. Because if a unit dies there's a condition for it.. if there were no condition then you'd use Triggering unit.

If a unit dies, the event will run, then the condition. if it is NOT the correct unit, then it will not do actions.
 

MP®

Member
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This has exactly the same idea as dying unit. Now the trigger also first checks for the conditions, if the triggering (= dying unit in this case) = Castle, then it will run its actions. Otherwise it won't.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Triggering unit tends to be the better event response in most cases, as it bypasses waits and can be used in place of multiple responses (I heard some of the other event responses are now wait-safe, but haven't tried it out yet). Only use the exact event response if Triggering unit isn't the one you need (like Killing unit, Attacking unit and Buying unit).
 
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