Victory and Defeat conditions don't quite work in my Team Melee map. When one player defeats or kills another things work fine. If one team kills the other team's buildings that player is considered defeated. However, when killing one's own starting building that player isn't considered defeated. For example, if have the place-holder computer with no AI have all his SCVs attack his command center and destroy it that computer isn't considered defeated. That computer WILL be revealed. In contrast, if I take those same SCVs and attack the enemy's buildings the game will declare the enemy computer defeated. I cannot explain this behavior.
Also, I would like to create victory and defeat conditions based on one's allies. I would like all players on a team to win/lose if one specific ally on their team wins/loses. I am unsure how to set this up. I could not find an appropriate event.
If team2Captain = Victorious
Then allies of Team2Captain = Victorious
If team2Captain = Defeated
Then allies of Team2Captain = Defeated
First, i guess the AI player you use is allied to someone (i.e. you with shared control) that has a building/can't lose? Remove the alliance and it should be defeated.
Second, use some variables and other triggers or something else to find out when a player is defeated (Like for example "Any unit dies" and the condition "Number of units in unit group(Units in entire map owned by (triggering player) matching (Required: Structure, Excluded: Dead, Missile, [all defaults]) == 0)", and then make everyone lose.)
First, i guess the AI player you use is allied to someone (i.e. you with shared control) that has a building/can't lose? Remove the alliance and it should be defeated.
Second, use some variables and other triggers or something else to find out when a player is defeated (Like for example "Any unit dies" and the condition "Number of units in unit group(Units in entire map owned by (triggering player) matching (Required: Structure, Excluded: Dead, Missile, [all defaults]) == 0)", and then make everyone lose.)
I'm somewhat confident I don't have extra units or structures being created. There are some questions and issues about why it works when enemy buildings die but not when you kill your own. However, I think this question isn't really important to making my map work.
I am trying to follow your suggestions for the second part but I don't know the proper syntax/way to do it. I use the GUI because it is quite easy and simple. I can use the Galaxy language if needed. Here was my attempt to test something...
I thought this code would cause the word "Hello" to appear on every player's screen when the last building was destroyed. I didn't quite understand what I was supposed to select in places. I think if I can figure this out then I can figure out the rest. It successfully displays "Not Hello" when anything, including buildings, are destroyed.
Victory and Defeat conditions don't quite work in my Team Melee map. When one player defeats or kills another things work fine. If one team kills the other team's buildings that player is considered defeated. However, when killing one's own starting building that player isn't considered defeated. For example, if have the place-holder computer with no AI have all his SCVs attack his command center and destroy it that computer isn't considered defeated. That computer WILL be revealed. In contrast, if I take those same SCVs and attack the enemy's buildings the game will declare the enemy computer defeated. I cannot explain this behavior.
Also, I would like to create victory and defeat conditions based on one's allies. I would like all players on a team to win/lose if one specific ally on their team wins/loses. I am unsure how to set this up. I could not find an appropriate event.
If team2Captain = Victorious Then allies of Team2Captain = Victorious If team2Captain = Defeated Then allies of Team2Captain = Defeated
Any ideas on how I could set this up?
First, i guess the AI player you use is allied to someone (i.e. you with shared control) that has a building/can't lose? Remove the alliance and it should be defeated.
Second, use some variables and other triggers or something else to find out when a player is defeated (Like for example "Any unit dies" and the condition "Number of units in unit group(Units in entire map owned by (triggering player) matching (Required: Structure, Excluded: Dead, Missile, [all defaults]) == 0)", and then make everyone lose.)
I'm somewhat confident I don't have extra units or structures being created. There are some questions and issues about why it works when enemy buildings die but not when you kill your own. However, I think this question isn't really important to making my map work.
I am trying to follow your suggestions for the second part but I don't know the proper syntax/way to do it. I use the GUI because it is quite easy and simple. I can use the Galaxy language if needed. Here was my attempt to test something...
I thought this code would cause the word "Hello" to appear on every player's screen when the last building was destroyed. I didn't quite understand what I was supposed to select in places. I think if I can figure this out then I can figure out the rest. It successfully displays "Not Hello" when anything, including buildings, are destroyed.