- Joined
- Dec 24, 2008
- Messages
- 11
Okay so I looked at every post about this subject, and I did not find a solution. One guy posted script that had the actual JASS form of victory/defeat and it made my map crash lol.
I have a map of custom races, and for some reason, any time one building gets destroyed (doesn't matter whose or what type of building) EVERY player becomes "Revealing in 2:00."
So I disabled victory/defeat conditions and wrote my own simple trigger for this, however it does not include when ppl leave. (Don't know how to do that one yet).
This does NOTHING.
I have a map of custom races, and for some reason, any time one building gets destroyed (doesn't matter whose or what type of building) EVERY player becomes "Revealing in 2:00."
So I disabled victory/defeat conditions and wrote my own simple trigger for this, however it does not include when ppl leave. (Don't know how to do that one yet).
-
Lose
-
Events
- Unit - A unit Dies
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Conditions
- ((Dying unit) is A structure) Equal to True
-
Actions
- Player Group - Pick every player in (All allies of (Owner of (Dying unit)))
-
Events
- and do (If ((Number of units in (Units owned by (Picked player) matching
- (((Matching unit) is A structure) Equal to True))) Equal to 0) then do (Game -
-
Defeat (Picked player) with the message: Defeat!) else do (Do nothing))
-
Player Group - Pick every player in (All enemies of (Owner of (Killing unit))) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in (Units owned by (Picked player) matching (((Matching unit) is A structure) Equal to True))) Equal to 0
-
Then - Actions
- Game - Victory (Picked player) (Show dialogs, Show scores)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Player Group - Pick every player in (All enemies of (Owner of (Killing unit))) and do (Actions)
This does NOTHING.
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