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local integer i = 0
if bj_isSinglePlayer == true then
loop
exitwhen i == GetPlayersAll()
call CustomDefeatBJ(Player(i), "Single player is not allowed !")
set i = i + 1
endloop
endif
Trigger

Events

Conditions

Actionens


Custom script: local integer i = 0


Custom script: if bj_isSinglePlayer == true then


Custom script: loop


Custom script: exitwhen i == GetPlayersAll()


Custom script: call CustomDefeatBJ(Player(i), "Single player is not allowed !")


Custom script: set i = i + 1


Custom script: endloop


Custom script: endif
exitwhen i == bj_forceCountPlayers
local integer i = 0
if bj_isSinglePlayer == true then
loop
exitwhen i = 11
call CustomDefeatBJ(Player(i), "Single player is not allowed !")
set i = i + 1
endloop
endif
Untitled Trigger 001

Events


Time - Elapsed game time is 1.00 seconds

Conditions

Actions


Custom script: local integer i = 0


Custom script: if bj_isSinglePlayer == true then


Custom script: loop


Custom script: exitwhen i = 11


Custom script: call CustomDefeatBJ(Player(i), "Single player is not allowed !")


Custom script: set i = i + 1


Custom script: endloop


Custom script: endif
No Singleplayer

Events


Map initialization

Conditions

Actions


Custom script: if bj_isSinglePlayer then


Custom script: call EndGame(true)


Custom script: endif

im happy now Why would you want such a dumb and stupid system you fool!
Simply do what all good RPGs do and disable the save/load system from functioning if only 1 human player is present. That way people like your map more, your map has a greater chance of being approved and no one can cheat. You can do this by counting the number of human players that are present and if they equal 1 then disabling the triggers that handle saving and loading.
bj_isSinglePlayer == true also does not stop cheating, as they could make a LAN game and hack them selves a hero of strong power by using a memory editor which is totally legal as they are not using it online.
Also implimenting a single player kick system is asking for your map to be ripped and ruined (people have a reason to do so) and that kind of trigger is insainly easy to edit and disable no matter how well you try and protect your map.

Untitled Trigger 154.24

Events


Map initialization

Conditions


(Number of players in (All players controlled by a User player)) Equal to 1

Actions


Trigger - Turn off yourLoadTrigger
(Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))) Equal to 1
(Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))) Equal to 1
~Thread closed; PM me if you want it reopened OmegaOne.seems to work perfect, thanks again wolf![]()