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[Trigger] Player Leaves Game

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Level 7
Joined
May 23, 2011
Messages
179
Guys is there something wrong with this ??? it do not effect in LAN and battle.net...
  • Player Leaves Game
    • 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
    • Conditions
    • Actions
      • Quest - Display to Players the Warning message: ((Name of (Triggering player)) + has left the game.)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) is in PlayersSentinel) Equal to True
        • Then - Actions
          • Set TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersSentinelPlaying)) + 1)
          • Player Group - Remove (Triggering player) from PlayersSentinelPlaying
          • Player Group - Pick every player in PlayersSentinelPlaying and do (Actions)
            • Loop - Actions
              • Player - Add TempInteger to (Picked player) Current gold
              • Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
        • Else - Actions
          • Set TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersScourgePlaying)) + 1)
          • Player Group - Remove (Triggering player) from PlayersScourgePlaying
          • Player Group - Pick every player in PlayersScourgePlaying and do (Actions)
            • Loop - Actions
              • Player - Add TempInteger to (Picked player) Current gold
              • Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • End_Game_If_All_Gone Equal to True
          • (Number of players in PlayersSentinelPlaying) Equal to 0
        • Then - Actions
          • Player Group - Pick every player in PlayersScourge and do (Actions)
            • Loop - Actions
              • Game - Victory (Picked player) (Skip dialogs, Show scores)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • End_Game_If_All_Gone Equal to True
          • (Number of players in PlayersScourgePlaying) Equal to 0
        • Then - Actions
          • Player Group - Pick every player in PlayersSentinel and do (Actions)
            • Loop - Actions
              • Game - Victory (Picked player) (Skip dialogs, Show scores)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) slot status) Not equal to Has left the game
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering player) is in PlayersSentinel) Equal to True
            • Then - Actions
              • Player Group - Make (Player group((Triggering player))) treat PlayersSentinel as an Ally with shared vision and full shared units
            • Else - Actions
              • Player Group - Make (Player group((Triggering player))) treat PlayersScourge as an Ally with shared vision and full shared units
        • Else - Actions
 
whats the use of
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joinminus.gif
cond.gif
If - Conditions
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join.gif
if.gif
End_Game_If_All_Gone Equal to True
 
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