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[General] Revolving unit control based on player absence?

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Feb 19, 2009
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Need a little help with a player system in my newest map. There are four players in the playable force. I want to make it so that if one leaves, the now-empty player is set to treat every other player as an ally with shared unit control. I need to have this work for every single one of the first four players to make sure that a game is never ruined by a missing player, and don't no matter who leaves and who is left, all four armies can still be controlled.

Any help with this?
 
Did you try using something simple like this?

  • Temp
    • Evénements
      • Joueur - Joueur 1 (Rouge) leaves the game
      • Joueur - Joueur 2 (Bleu) leaves the game
      • Joueur - Joueur 3 (Cyan) leaves the game
      • Joueur - Joueur 4 (Pourpre) leaves the game
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Boucle - Actions
          • Joueur - Make (Player((Integer A))) treat (Triggering player) as an Allié avec partage complet vue et unités
Sorry, my editor's in French, last line should be something like "ally with full shared vision and units". Also, this is assuming human players are players 1 - 4.
 
Did you try using something simple like this?

  • Temp
    • Evénements
      • Joueur - Joueur 1 (Rouge) leaves the game
      • Joueur - Joueur 2 (Bleu) leaves the game
      • Joueur - Joueur 3 (Cyan) leaves the game
      • Joueur - Joueur 4 (Pourpre) leaves the game
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Boucle - Actions
          • Joueur - Make (Player((Integer A))) treat (Triggering player) as an Allié avec partage complet vue et unités
Sorry, my editor's in French, last line should be something like "ally with full shared vision and units". Also, this is assuming human players are players 1 - 4.

What is this "player((Integer A))" line? I can't figure out how to duplicate this in my editor.
 
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