I can't believe that this didn't occur to me for so long! The solution to this is VERY simple. Simply make the thing for each player cost a giant amount of population that you will never reach and then only do the transform if a unit of yours (now with the giant population) it will instantly transform with the player population trigger to the unit you want for that player. If you are unsure what I am talking about because I am seeming to make this complicated, here is what you need to do to achive a different transform for each player:
How to do transform priest projectile to something different for 2 players:
Trigger 1 - (run immidiately, normal priority, loop off, active)
Conditions: Always
Effects: Modify protounit
Priest projectile, both players, pop count + 10000.0
Trigger 2 - (run immidiately off, HIGH priority, loop, active)
Condition: Player population
Player 1, population is 10000 or above
Effects: Transform all units on map
Priest projectile to implode sphere
Trigger 3 - (run immidiately off, HIGH priority, loop, active)
Condition: Player population
Player 2, population is 10000 or above
Effects: Transform all units on map
Priest projectile to vortex finish linked
You may by now have worked out how this works. It is essensial that both the looping triggers are put on HIGH priority to avoid player 1 firing player 2's projectiles. Other things to consider are the less often the thing needs to transform the better. i.e. projectiles are thrown often so is not the best example to use. Because of this, changing projectiles with this method is not always the best idea. Also, if you are using something as common as projectiles, try and avoid having lots of players on the map. The more players there are the more likely it is to misfire and fire someone else porjectile!
Note - if someone finds a better method I will be glad to hear of it!
Second note - the population flickering you will get should not affect your gameplay in any way.
The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
How to do transform priest projectile to something different for 2 players:
Conditions: Always
Effects: Modify protounit
Priest projectile, both players, pop count + 10000.0
Trigger 2 - (run immidiately off, HIGH priority, loop, active)
Condition: Player population
Player 1, population is 10000 or above
Effects: Transform all units on map
Priest projectile to implode sphere
Trigger 3 - (run immidiately off, HIGH priority, loop, active)
Condition: Player population
Player 2, population is 10000 or above
Effects: Transform all units on map
Priest projectile to vortex finish linked
You may by now have worked out how this works. It is essensial that both the looping triggers are put on HIGH priority to avoid player 1 firing player 2's projectiles. Other things to consider are the less often the thing needs to transform the better. i.e. projectiles are thrown often so is not the best example to use. Because of this, changing projectiles with this method is not always the best idea. Also, if you are using something as common as projectiles, try and avoid having lots of players on the map. The more players there are the more likely it is to misfire and fire someone else porjectile!
Note - if someone finds a better method I will be glad to hear of it!
Second note - the population flickering you will get should not affect your gameplay in any way.
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
[This message has been edited by nottud (edited 10-04-2007 @ 05:35 PM).]