Actually, when I said alive player, I was referring to the player's name, "W1, W2, W3"
By the way, Bn880, I looked at your marker/dialog script sync last night after I posted, and it made a world of difference.
"OH!", I said, "If you only tell ONE machine to give a player an action, the other people don't see it too..." - One problem I was having. That damn 3 meter range that you can see other people's actions was endlessly infuriating, because in my multiplayer mod, you have specific classes with about one special ability (I'm simplifying). When 8 players stand together... well... Everyone can execute anyone else's scripts.
Suicide bomber was funny before I caught the bug. =)
The workaround was to say "If you're not the player executing the script, when you ruin it, pop up a message", but that is, of course, needless when you can just add them locally.
Ironic, since I spent about a month trying to get functions like setrain/time/fog/etc to be public, not private. Also, a lot of scripts I execute as either player or [], but I just now realized the disctinction that the runner if the script is irrelevant unless it's being used in the script. Thanks for the disctinction.
This:
?(!alive nameOfPlayer && local nameOfPlayer):
VERY helpful. Didn't think about using local on the player's name. Thanks, all of you.
OFPEC is tylenol for my scripting.