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Phantom!!

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PROBLEM SOLVED

--TRIGGERS--

Anyone ever played Phantom in Starcraft?

If u have, then u know what I will talk about:

U know in begining when a random player becomes a Phantom, that is what Im after in this thread.

I know I have to create 2 groups, 1 for regular players & 1 for the phantom.
BUT, how do I create the triggers that make either Phantom win or the players win? (No buildings left)

Maaan, I have been thinking for hours and hours now, but just cant figure this one out, how will I be able to make this trigger..?
Its pretty advanced.. :hohum:

Need some tips for Phantom map overall, my brain is boiling to much to think alone..

------------------------------

Example:

Group 1 = Slayers - All players in begining, but after 30 seconds, 1 player goes to Phantom-group.
Group 2 = Phantom - 1 Random Player choosen after 30 seconds.

Phantom gets a lot of extra resources through whole game. (8 gold & 2 wood each second)
Slayers mission is to figure out who's the phantom and kill that person.
Short said: You never know through whole game who's the phantom til' he's dead.

------------------------------
 
Last edited:
Level 9
Joined
Apr 6, 2008
Messages
436
Ok, First of all, go to the Trigger Editor, Press Ctrl+B, and create 2 variables.
Call the first Phantom and set the variable-type to Player.
Call the second Others and set the variable type to Player Group.
Now create a Trigger:

  • Start
    • Events
      • Time - Elapsed game time is 30.00 Seconds
    • Conditions
    • Actions
      • Set Phantom = (Random player from (All players matching (((Matching Player) slot status) Equal to In Game)))
      • Set Others = (All players matching ((Matching player) Different from Phantom))
Now add this
  • Victory of the Phantom
    • Events
      • Player - Phantom leaves the game with a victory
    • Conditions
    • Actions
    • Unit Group - Pick every unit in Others and do (Actions)
      • Loop - Actions
        • Game - Defeat (Picked player) with the message: Defeat!!
And this
  • Resources
    • Events
      • Time - Every 1.00 seconds of Game-Time
    • Conditions
    • Actions
      • Player - Set Phantom Actual Gold to ((Phantom Actual gold) + 8)
      • Player - Set Phantom Actual Lumber to ((Phantom Actual gold) + 2)
And this
  • Victory of the Others
    • Events
      • Player - Player (Red) leaves the game with a victory
      • Player - Player 2 (Blue) leaves the game with a victory
      • Player - Player 3 (Teal) leaves the game with a victory
      • Player - Player 4 (Purple) leaves the game with a victory
      • Player - Player 5 (Yellow) leaves the game with a victory
      • Player - Player 6 (Orange) leaves the game with a victory
      • Player - Player 7 (Green) leaves the game with a victory
      • Player - Player 8 (Pink) leaves the game with a victory
      • Player - Player 9 (Gray) leaves the game with a victory
      • Player - Player 10 (Light Blue) leaves the game with a victory
      • Player - Player 11 (Dark Green) leaves the game with a victory
      • Player - Player 12 (Brown) leaves the game with a victory
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Others and do (Actions)
        • Loop - Actions
          • Game - Victory (Picked player) (Show dialogues, Show scores)
      • Game - Defeat Phantom with the message: Defeat!!
 
Ok, First of all, go to the Trigger Editor, Press Ctrl+B, and create 2 variables.
Call the first Phantom and set the variable-type to Player.
Call the second Others and set the variable type to Player Group.
Now create a Trigger:

  • Start
    • Events
      • Time - Elapsed game time is 30.00 Seconds
    • Conditions
    • Actions
      • Set Phantom = (Random player from (All players matching (((Matching Player) slot status) Equal to In Game)))
      • Set Others = (All players matching ((Matching player) Different from Phantom))
Now add this
  • Victory of the Phantom
    • Events
      • Player - Phantom leaves the game with a victory
    • Conditions
    • Actions
    • Unit Group - Pick every unit in Others and do (Actions)
      • Loop - Actions
        • Game - Defeat (Picked player) with the message: Defeat!!
And this
  • Resources
    • Events
      • Time - Every 1.00 seconds of Game-Time
    • Conditions
    • Actions
      • Player - Set Phantom Actual Gold to ((Phantom Actual gold) + 8)
      • Player - Set Phantom Actual Lumber to ((Phantom Actual gold) + 2)
And this
  • Victory of the Others
    • Events
      • Player - Player (Red) leaves the game with a victory
      • Player - Player 2 (Blue) leaves the game with a victory
      • Player - Player 3 (Teal) leaves the game with a victory
      • Player - Player 4 (Purple) leaves the game with a victory
      • Player - Player 5 (Yellow) leaves the game with a victory
      • Player - Player 6 (Orange) leaves the game with a victory
      • Player - Player 7 (Green) leaves the game with a victory
      • Player - Player 8 (Pink) leaves the game with a victory
      • Player - Player 9 (Gray) leaves the game with a victory
      • Player - Player 10 (Light Blue) leaves the game with a victory
      • Player - Player 11 (Dark Green) leaves the game with a victory
      • Player - Player 12 (Brown) leaves the game with a victory
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Others and do (Actions)
        • Loop - Actions
          • Game - Victory (Picked player) (Show dialogues, Show scores)
      • Game - Defeat Phantom with the message: Defeat!!


"Set Others = (All players matching ((Matching player) DIFFERENT from Phantom))"


Wich sub-trigger is that? :cute:

1. Set Variable
2. All Players matching condition
3. ???
 
Another problem solved! The world is now safe! and now... To the sky!

And when we all saw the light more problems appeared ^^

More problems. EDIT 2:

You can not take:
Player leaves the game with a victory = A variable leaves the game

- A player leaves the game = Player 1 up to player 12 leaves the game, but to use the variable, seems impossible :S

Works >> Player 1 (Red) leaves the game with a victory
Does not work >> Variable: Phantom leaves the game with a victory
 
Level 9
Joined
Apr 6, 2008
Messages
436
You ruined my heroic exit! Replace the second trigger with this
  • Victory of the Phantom
    • Events
      • Player - Player (Red) leaves the game with a victory
      • Player - Player 2 (Blue) leaves the game with a victory
      • Player - Player 3 (Teal) leaves the game with a victory
      • Player - Player 4 (Purple) leaves the game with a victory
      • Player - Player 5 (Yellow) leaves the game with a victory
      • Player - Player 6 (Orange) leaves the game with a victory
      • Player - Player 7 (Green) leaves the game with a victory
      • Player - Player 8 (Pink) leaves the game with a victory
      • Player - Player 9 (Gray) leaves the game with a victory
      • Player - Player 10 (Light Blue) leaves the game with a victory
      • Player - Player 11 (Dark Green) leaves the game with a victory
      • Player - Player 12 (Brown) leaves the game with a victory
    • Conditions
      • (Triggering player) Equal to Phantom
    • Actions
    • Unit Group - Pick every unit in Others and do (Actions)
      • Loop - Actions
        • Game - Defeat (Picked player) with the message: Defeat!!
 
This is Still fucked up..
Need some proffessional help with these triggers!

TRIGGER 1:
1. I have two teams: "Team 1" & "Team 2"
- Team 1 contains 7 players
- Team 2 contains 1 player

2. If ALL players in Team 1 has left the game OR dont have any buldings left, Team 2 wins!
If the player in Team 2 has left the game OR dont have any buildings left, Team 1 wins!

TRIGGER 2:
1. If a player dont have any structures left OR leaves the game, Defeat him & remove all his units.
2. When I maked this trigger, the text: "ReDbEaN has been defeated" was going on forever each 10 second.. -.-

So trigger 1 & trigger 2 should be compatible with eachother!
 
Level 9
Joined
Apr 6, 2008
Messages
436
I haven't been answering for a while. Now I'm back. This should be the only trigger you need.
  • Gwrzwahhlla
    • Events
      • Unit - A unit Is dead
    • Conditions
      • ((Units owned by (Owner of (dying unit)) matching (((Matching Unit) is a structure) Equal to TRUE) is empty)
    • Actions
      • Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Actions)
        • Actions - Loop
          • Remove Picked unit from the game
      • Game - Display to (All players) the text: ((Name of (Owner of (Dying Unit)) + is dead
      • If (All conditions are True) then do (Then actions) else do (Else Actions)
        • If - Conditions
          • (Number of players in (All players matching (((Matching player) slot status) equal to In game) and (((Matching player) is in (PLAYERGROUP) Equal to TRUE))) Equal to 0
        • Then - Actions
          • Player Group - Pick every player in (PLAYERGROUP) and do (Actions)
            • Game - Defeat (Picked player) with the message: DEFEAT!!!
        • Else - Actions
          • If (All conditions are True) then do (Then actions) else do (Else Actions)
            • If - Conditions
              • (Number of players in (All players matching (((Matching player) slot status) equal to In game) and (((Matching player) is in (PLAYERGROUP2) Equal to TRUE))) Equal to 0
            • Then - Actions
              • Player Group - Pick every player in (PLAYERGROUP2) and do (Actions)
                • Game - Defeat (Picked player) with the message: DEFEAT!!!
I don't remember when you added that big red text: "PROBLEM SOLVED" so maybe you won't need my help.
 
Last edited:
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