Posted by: Sargeant Salsa - Tuesday, February 7, 2012 7:15:42 PM
I currently have a scenario set up where a unit is unmanned. How would I go about triggering an event when someone 'mans' it? EDIT: Keep in mind that this map will be used in multiplayer, and therefore will need scripts that are multiplayer friendly.

Posted by: VTULCobra - Wednesday, February 8, 2012 3:33:54 AM
If a human player is entering it then use this script: [code]*** IF *** Unit 'whatyounamedyourunit' is owned by Player 'player0' *** THEN *** Enable your event. [/code] The "player0" is human slot 1 in the lobby and "player1" is human slot 2 in the lobby, I learned that from a few people here.

Posted by: NewNightmare - Wednesday, February 8, 2012 11:03:47 AM
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. [code]*** IF *** Unit 'whatyounamedyourunit' is owned by Player 'player0' *** THEN *** Enable scriptX.[/code] Now, depending on your type of event, you can go [code]*** IF *** Unit 'whatyounamedyourunit' is owned by Player 'player0' OR Unit 'whatyounamedyourunit' is owned by Player 'player1' OR Etc.. *** THEN *** Enable scriptX.[/code] [/code] Or you have to go [code]*** IF *** Unit 'whatyounamedyourunit' is owned by Player 'player0' *** THEN *** Enable scriptX0. *** IF *** Unit 'whatyounamedyourunit' is owned by Player 'player1' *** THEN *** Enable scriptX1.[/code] 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 [code] Disable 'Name of the trigger script1' Disable 'Name of the trigger script2' Etc. [/code] at the end of the ***THEN*** path. Ofc with a slight change in names each time.