is the 'event' player related ? like you get a building as a bonus? or just like 'a weird cash drop appears' ??
It depends, you can make an originally disabled script (scriptX) and use the mention code to enable it.
*** IF ***
Unit 'whatyounamedyourunit' is owned by Player 'player0'
*** THEN ***
Enable scriptX.
Now, depending on your type of event, you can go
*** IF ***
Unit 'whatyounamedyourunit' is owned by Player 'player0'
OR
Unit 'whatyounamedyourunit' is owned by Player 'player1'
OR
Etc..
*** THEN ***
Enable scriptX.
[/code]
Or you have to go
*** IF ***
Unit 'whatyounamedyourunit' is owned by Player 'player0'
*** THEN ***
Enable scriptX0.
*** IF ***
Unit 'whatyounamedyourunit' is owned by Player 'player1'
*** THEN ***
Enable scriptX1.
Etc, and make scripts for each player. you might also have to add a disable script option, so the event does not re-appear when you e.g. re-capture the unit with a Hijacker.
Simply add
Disable 'Name of the trigger script1'
Disable 'Name of the trigger script2'
Etc.
at the end of the ***THEN*** path. Ofc with a slight change in names each time.
Edited by user
14 years ago |
Reason: Not specified