Currently setting up teams in a map is rather confusing and lacking in documentation.
It seems that Player 1 is not the player in Slot 1 of the lobby, but rather the first player to join the lobby.
Considering the example of two teams of 3, this means that if the second player to join the lobby moves to team 2 (Slot 4 in our example) then he is still considered "Player 2" in the game.
I've tried toying with Map Variants but it is also confusing. Do I want
Player 1 - Team 1[1]
Player 2 - Team 1[1]
Player 3 - Team 1[1]
Player 4 - Team 2[1]
Player 5 - Team 2[1]
Player 6 - Team 2[1]
or
Player 1 - Team 1[1]
Player 2 - Team 1[2]
Player 3 - Team 1[3]
Player 4 - Team 2[1]
Player 5 - Team 2[2]
Player 6 - Team 2[3]
or what? It is confusing as to what this means.
My question is how do I set it up so that the player in Slot 1 of the lobby will equal Player 1, and the player in Slot 4 will be Player 4, etc, regardless of joining order?
Create a player group variable for each team you intend your game to use
Loop through the players in game and move them to the appropriate player group variables depending on the players alliance properties.
The players will be correctly allied to the players on thier team in the lobby. Unfortunately there is no method of inspecting the teams from the lobby. So you need to compare what players are allied to who and move those players to the corresponding player groups. Im pretty sure they will fix this in the next big patch.
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Currently setting up teams in a map is rather confusing and lacking in documentation.
It seems that Player 1 is not the player in Slot 1 of the lobby, but rather the first player to join the lobby.
Considering the example of two teams of 3, this means that if the second player to join the lobby moves to team 2 (Slot 4 in our example) then he is still considered "Player 2" in the game.
I've tried toying with Map Variants but it is also confusing. Do I want
or
or what? It is confusing as to what this means.
My question is how do I set it up so that the player in Slot 1 of the lobby will equal Player 1, and the player in Slot 4 will be Player 4, etc, regardless of joining order?
Thanks.
yea, i dont think that's possible... Player slots in lobbys are pretty screwed :/
What you could try though is make a player variable called "Player" and set its array size to 6, then in the melee initialization trigger do this:
Then use the variable instead of the actual "player X" function (i think you can also use an integer variable)
This has been gone over a few times.
Create a player group variable for each team you intend your game to use
Loop through the players in game and move them to the appropriate player group variables depending on the players alliance properties.
The players will be correctly allied to the players on thier team in the lobby. Unfortunately there is no method of inspecting the teams from the lobby. So you need to compare what players are allied to who and move those players to the corresponding player groups. Im pretty sure they will fix this in the next big patch.
@SouLCarveRR: Go
Ok, thanks. I will have to approach it that way then.