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// Pause Players for a while
PausePlayerAI(2, true);
PausePlayerAI(3, true);
PausePlayerAI(4, true);
PausePlayerAI(5, true);
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// Pause Players for a while
PausePlayerAI(2, true);
PausePlayerAI(3, true);
PausePlayerAI(4, true);
PausePlayerAI(5, true);
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GiveAttackBasePreference(5, "areaSarumanAttack", 3.0);
GiveAttackBasePreference(4, "areaGondor", 3.0);
GiveAttackBasePreference(8, "areaGondor", 3.0);
GiveAttackBasePreference(2, "areaBlackGate", 3.0);
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GiveAttackBasePreference(4, "tx_terr_korean_11", 7.0);
GiveAttackBasePreference(5, "tx_terr_korean_13", 7.0);
GiveAttackBasePreference(8, "tx_terr_korean_15", 10.0);
GiveDefendBasePreference(7, "tx_terr_korean_11", 8.0);
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CreateNamedGroup("KillUnitsOfPlayer1");
AddUnitsByTypeToGroup("KillUnitsOfPlayer1", "Everything", iPLAYER1, kPlayerMode_Self, NULL);
or:
AddUnitsByAttributeToGroup("KillUnitsOfPlayer1", "Everything", iPLAYER1, kPlayerMode_Self, NULL);
if(NumUnitsInGroup("KillUnitsOfPlayer1") > 0){
SelectGroupForPlayer("KillUnitsOfPlayer1", iPLAYER1);
KillSelection();
ClearSelection();
}
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AddUnitsByAttributeToGroup("KillUnitsOfPlayer1", "MobileUnits", iPLAYER1, kPlayerMode_Self, NULL);
AddUnitsByTypeToGroup("KillUnitsOfPlayer1", "BareBoneBuilding", iPLAYER1, kPlayerMode_Self, NULL);
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PrintMessage("Player 1 has been eliminated - removing all units!");
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if(!IsPlayerHumanControlled(US_ARMY)){
ForceSurrenderOffer(..., ...);
}
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if(IsPlayerHumanControlled(US_ARMY)){
//do nothing
}
else {
ForceSurrenderOffer(..., ...);
}