Have you managed to replicate the item takeover issue? If that wasn't an error on your part it's a serious issue.
In which way exactly is the system failing? Add the debug triggers from my map to check which of the effects run, post the result.
Posting the map file would be helpful, as long as it's not a near-complete major project. I think the only thing that can go wrong is someone downloading and stealing your stuff, so if it isn't playable yet it should be ok anyway.
I've implemented a lot of content into it, including custom models from SC2Mapster and a lot of work on my part.
I've got the City of Horrors name on SCII taken, I know they could repost and call it their own. I've put a lot of custom textures of my own like
Thorcraft Games, the Georgia Peach (I live in Atlanta GA so I know the streets and logos a bit). So the only thing they could really do is repost or learn from it.
I could send you the link to download it via PM? I've got my own site.
EDIT: Noted, I'll implement your Debug triggers and see if it's the effects.
You can PM me, just make sure the link/file is password protected if you really care about anyone stealing it, the download link should be easy to find for anyone who actually tries. I don't require you to do that btw, I just want to protect your work. I also take no responsibility if someone does gain access to the files without my direct compliance.
Adding editor prefixes/suffixes to the relevant components would be very helpful to avoid needless searching.
It's late at night over here, so major fixes/reworks will only come 10-12 hours from now.
Agreed, if somebody REALLY wanted my half-done map they could trace the PMs or look around my site. I'll PM you the link, or perhaps send you a .zip via Email? I'll fix everything up as a suffix ' #! ' and wait for you to send your Email via PM if you want to. Or I can always do the Link.
EDIT: Okay, I did some late night testing. The debug stops at Ally Search. Okay I gotta go now, no joke I'm being pried away from my compute-
That suggests the search isn't finding an ally with the chosen dummy unit. Place one right next to the transport and make sure you didn't mess up the impact type on the effects (basically, running a Unit impact type after a pure Point type causes it to fail as there's no unit in the scope)
Note my version explicitely excludes the casting player and neutral players.
This is very weird, when I first copied over the system I didn't place anything except my Car unit and Survivor Class.... then it stopped working.
The thing is though I had placed an automaton out of player reach, way off the map... which is 'epic' sized. Obviously the ability has a scan range.... So I'll put several other dummy units across the map which are indestructible, etc.
EDIT: Forgot to say it worked when the dummy was in scan range.
Again, thank you for all the help you've given. I really couldn't have done it without your help, I would probably still be going "What the heck does Load Transport Behavior even mean?!" today if I hadn't received it.
EDIT: Also, I never copied over the required Validators you made, I just did and I'm about to see what happens.
EDIT2: Weird... Adding the Validators screwed up the system, no debug triggers ran when I had added the Validators. Just removed them and it works perfectly again, is that supposed to happen?
EDIT3: I've decided to just Hide the Automaton and Pause it via triggers upon the start of the map.
The maximum map size is 256x256, so my 500 range search should still find the unit.
The validators comprising CaptureNeutral AllowUse are vital for this to function properly, if you just left all of them out players could mindcontrol anything just by right-clicking it. Make sure to add the main validator only to the Smart Validators+ field of the ability.
The only other validator you need is the identifier for the dummy, which is placed on the CaptureNeutral ImpactSet effect, or whatever you made the AllySearch apply.
The Automaton was just an example, you are free to use any unit so long as the AI ally is the only player who can own this unit type. The idea was that your AI ally player would have a base of sorts, maybe a shop or a repair bay, maybe LoL-style turrets+nexus, maybe full-scale production facilities. Any of those would work, but if you have to specifically add a dummy unit this method seems rather clumsy.
An Interact ability could produce much the same effect without the ally search, however this would either require giving the transport to the capturing player (allies could still control it, team color would have to be the player's or a fixed preset) or leaving it with Player0(Neutral), the latter would mean enemies wouldn't automatically attack the car though.
Big problem I just found, I tried to fit multiple players in (public test) and whenever we got in it would consecutively give the vehicle to the player.
When the final player unloaded, we lost all our units except the controlling player. (Note that I didn't add the Validator.)
So that could be the problem?
EDIT: The reason I didn't detect the problem was because I was using Test File in Local Play.
I've added the Validators and Updated, testing now.
EDIT2: Tested with Validators, nobody can even enter vehicles. I'll try not hiding/pausing the Automaton. Maybe I'll just make it Model Invisible and Sight Radius 0.
Have you set up the Smart Command properly? Just to make sure, you're not casting the ability through clicking a button, but simply right-click the vehicle? (This is how it should be)
You're absolutely sure you've implemented the validators correctly? Added them to the Smart Validators field? Make sure the scopes match (Caster, Target etc) and make sure you've adjusted the unit type checks to your map (replace Bunker with your car)
The public test sounds like you didn't have any validators on there. For the record, this is exactly why I had to add such a tight safety net, as changing ownership of an occupied transport leads to unhappy allies who just lost their units. Permanently.
The fact that the ability gave the car to the entering player suggests you've messed up either the search filter (the casting player must NOT own an automaton, nor should their human allies); or you've messed up the scope of the Modify Unit effect. I can't give any explanations regarding the latter, you just have to copy my map exactly here (I have no idea why this combination works and others don't, I just kept fiddling until something worked the way I wanted it to)
The status of the Automaton is completely irrelevant as long as it is a valid target for the search. Since I kept Hidden units as legitimate targets that shouldn't cause a problem.
I've not a clue if I added it right, the Validator is in Smart Validators, the Neutral AllowUse one.
I added the debug triggers again and they showed nothing upon right clicking the car.
Yes the ability does activate upon right clicking.
I'll PM you a link to my map DL, note that it has enemies and lots of triggers.
Both of my most recent demo maps function already, so far the TC merely seems to have problems copying it over to their map.
NeutralBunker is pretty simple: The first person to enter it captures it for themselves, but allies and neutral players can still enter it and in doing so gain full control of the unit and that unit only. (note: control=ability to issue commands; ownership=uses your team color, supply etc and you can issue commands) Enemies can't enter the bunker while captured, but they can wait until you exit and then take it for themselves.
TeamBunker was designed around the request of the TC to give all captured transports to the same allied player. As such it needs an AI ally that won't issue orders to the transport, and this ally must currently be marked via a specific unit type. The AI ally must have shared vision and control enabled for all human allies, the setup currently doesn't provide these through data (you can add it though, just copy the Interact ability from NeutralBunker)
In terms of end-user functionality, anyone entering the transport will capture it for their AI ally, allowing only allies of said player to enter. Once all units exit it turns neutral again and anyone can capture it. Players without a marked ally can't capture transports at all, so only use this in team-based maps where the premise makes sense.
With A LOT of help from Photoloss, I finally got it to work. (Multiple players in the same Vehicle.)
If his permission is given, I'm going to try and make a Vehicles Mod which you can download on this site. It'll contain custom Vehicles from my map (With custom assets from SC2Mapster), with all the custom data. This will probably include a Tank, Car, and Helicopter. The data will have include abilities such as entering and exiting Vehicles with multiple players (retaining ownership). Note that some triggers will have to be included (just to ally the players).
I think I will just upload my demo maps, once I've ironed out all the embarassing details. (like using a target filter validator on an ability instead of the ability's own target filter, don't know how I came up with that one)
In case you don't realise it: This system can easily be adjusted for a much wider range of applications, the NeutralBunker version essentially works like the abandoned structures in WH40K DoW II, which are used as strong cover. With adjusted target filters it could be used for boarding parties with actual crew units.
By the way, the reason my maps use bunkers and not cars is that I already attempted this three years ago, but gave up when I couldn't fix the mindcontrol issues. Needless to say I'm very happy this is finally working.
Please report any typos and malfunctions/bugs, I haven't tested this in an actual game, only in "test document" mode on the demo maps, with various forms of AI allies and shared control to simulate other players.
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Have you managed to replicate the item takeover issue? If that wasn't an error on your part it's a serious issue.
In which way exactly is the system failing? Add the debug triggers from my map to check which of the effects run, post the result.
Posting the map file would be helpful, as long as it's not a near-complete major project. I think the only thing that can go wrong is someone downloading and stealing your stuff, so if it isn't playable yet it should be ok anyway.
I've implemented a lot of content into it, including custom models from SC2Mapster and a lot of work on my part. I've got the City of Horrors name on SCII taken, I know they could repost and call it their own. I've put a lot of custom textures of my own like Thorcraft Games, the Georgia Peach (I live in Atlanta GA so I know the streets and logos a bit). So the only thing they could really do is repost or learn from it.
I could send you the link to download it via PM? I've got my own site.
EDIT: Noted, I'll implement your Debug triggers and see if it's the effects.
You can PM me, just make sure the link/file is password protected if you really care about anyone stealing it, the download link should be easy to find for anyone who actually tries. I don't require you to do that btw, I just want to protect your work. I also take no responsibility if someone does gain access to the files without my direct compliance.
Adding editor prefixes/suffixes to the relevant components would be very helpful to avoid needless searching.
It's late at night over here, so major fixes/reworks will only come 10-12 hours from now.
Agreed, if somebody REALLY wanted my half-done map they could trace the PMs or look around my site. I'll PM you the link, or perhaps send you a .zip via Email? I'll fix everything up as a suffix '
#! ' and wait for you to send your Email via PM if you want to. Or I can always do the Link.
EDIT: Okay, I did some late night testing. The debug stops at Ally Search. Okay I gotta go now, no joke I'm being pried away from my compute-
That suggests the search isn't finding an ally with the chosen dummy unit. Place one right next to the transport and make sure you didn't mess up the impact type on the effects (basically, running a Unit impact type after a pure Point type causes it to fail as there's no unit in the scope)
Note my version explicitely excludes the casting player and neutral players.
This is very weird, when I first copied over the system I didn't place anything except my Car unit and Survivor Class.... then it stopped working.
The thing is though I had placed an automaton out of player reach, way off the map... which is 'epic' sized. Obviously the ability has a scan range.... So I'll put several other dummy units across the map which are indestructible, etc.
EDIT: Forgot to say it worked when the dummy was in scan range.
Again, thank you for all the help you've given. I really couldn't have done it without your help, I would probably still be going "What the heck does Load Transport Behavior even mean?!" today if I hadn't received it.
EDIT: Also, I never copied over the required Validators you made, I just did and I'm about to see what happens.
EDIT2: Weird... Adding the Validators screwed up the system, no debug triggers ran when I had added the Validators. Just removed them and it works perfectly again, is that supposed to happen?
EDIT3: I've decided to just Hide the Automaton and Pause it via triggers upon the start of the map.
The maximum map size is 256x256, so my 500 range search should still find the unit.
The validators comprising CaptureNeutral AllowUse are vital for this to function properly, if you just left all of them out players could mindcontrol anything just by right-clicking it. Make sure to add the main validator only to the Smart Validators+ field of the ability.
The only other validator you need is the identifier for the dummy, which is placed on the CaptureNeutral ImpactSet effect, or whatever you made the AllySearch apply.
The Automaton was just an example, you are free to use any unit so long as the AI ally is the only player who can own this unit type. The idea was that your AI ally player would have a base of sorts, maybe a shop or a repair bay, maybe LoL-style turrets+nexus, maybe full-scale production facilities. Any of those would work, but if you have to specifically add a dummy unit this method seems rather clumsy.
An Interact ability could produce much the same effect without the ally search, however this would either require giving the transport to the capturing player (allies could still control it, team color would have to be the player's or a fixed preset) or leaving it with Player0(Neutral), the latter would mean enemies wouldn't automatically attack the car though.
Big problem I just found, I tried to fit multiple players in (public test) and whenever we got in it would consecutively give the vehicle to the player.
When the final player unloaded, we lost all our units except the controlling player. (Note that I didn't add the Validator.)
So that could be the problem?
EDIT: The reason I didn't detect the problem was because I was using Test File in Local Play.
I've added the Validators and Updated, testing now.
EDIT2: Tested with Validators, nobody can even enter vehicles. I'll try not hiding/pausing the Automaton. Maybe I'll just make it Model Invisible and Sight Radius 0.
Have you set up the Smart Command properly? Just to make sure, you're not casting the ability through clicking a button, but simply right-click the vehicle? (This is how it should be)
You're absolutely sure you've implemented the validators correctly? Added them to the Smart Validators field? Make sure the scopes match (Caster, Target etc) and make sure you've adjusted the unit type checks to your map (replace Bunker with your car)
The public test sounds like you didn't have any validators on there. For the record, this is exactly why I had to add such a tight safety net, as changing ownership of an occupied transport leads to unhappy allies who just lost their units. Permanently.
The fact that the ability gave the car to the entering player suggests you've messed up either the search filter (the casting player must NOT own an automaton, nor should their human allies); or you've messed up the scope of the Modify Unit effect. I can't give any explanations regarding the latter, you just have to copy my map exactly here (I have no idea why this combination works and others don't, I just kept fiddling until something worked the way I wanted it to)
The status of the Automaton is completely irrelevant as long as it is a valid target for the search. Since I kept Hidden units as legitimate targets that shouldn't cause a problem.
Out of curiosity and lack of time to read. Is the multiperson aspect done only through data?
@JacktheArcher: Go
Yes, we've been trying to do it explicitly through the Data Editor.
@Photoloss: Go
I've not a clue if I added it right, the Validator is in Smart Validators, the Neutral AllowUse one. I added the debug triggers again and they showed nothing upon right clicking the car. Yes the ability does activate upon right clicking.
I'll PM you a link to my map DL, note that it has enemies and lots of triggers.
@Alnatair: Go
Wow that's damn impressive... If you get it working would you mind sharing it? I would love to have more then 1 person in my vehicle.
Both of my most recent demo maps function already, so far the TC merely seems to have problems copying it over to their map.
NeutralBunker is pretty simple: The first person to enter it captures it for themselves, but allies and neutral players can still enter it and in doing so gain full control of the unit and that unit only. (note: control=ability to issue commands; ownership=uses your team color, supply etc and you can issue commands) Enemies can't enter the bunker while captured, but they can wait until you exit and then take it for themselves.
TeamBunker was designed around the request of the TC to give all captured transports to the same allied player. As such it needs an AI ally that won't issue orders to the transport, and this ally must currently be marked via a specific unit type. The AI ally must have shared vision and control enabled for all human allies, the setup currently doesn't provide these through data (you can add it though, just copy the Interact ability from NeutralBunker)
In terms of end-user functionality, anyone entering the transport will capture it for their AI ally, allowing only allies of said player to enter. Once all units exit it turns neutral again and anyone can capture it. Players without a marked ally can't capture transports at all, so only use this in team-based maps where the premise makes sense.
I sent a link to a download page for my map via PM, if you're interested Photoloss.
With A LOT of help from Photoloss, I finally got it to work. (Multiple players in the same Vehicle.)
If his permission is given, I'm going to try and make a Vehicles Mod which you can download on this site. It'll contain custom Vehicles from my map (With custom assets from SC2Mapster), with all the custom data. This will probably include a Tank, Car, and Helicopter. The data will have include abilities such as entering and exiting Vehicles with multiple players (retaining ownership). Note that some triggers will have to be included (just to ally the players).
I think I will just upload my demo maps, once I've ironed out all the embarassing details. (like using a target filter validator on an ability instead of the ability's own target filter, don't know how I came up with that one)
In case you don't realise it: This system can easily be adjusted for a much wider range of applications, the NeutralBunker version essentially works like the abandoned structures in WH40K DoW II, which are used as strong cover. With adjusted target filters it could be used for boarding parties with actual crew units.
By the way, the reason my maps use bunkers and not cars is that I already attempted this three years ago, but gave up when I couldn't fix the mindcontrol issues. Needless to say I'm very happy this is finally working.
Alright, well thank you for all the help. I honestly could not have done it without you.
Also, how will I make it so that it actually works on right click? It currently does not. (I set the hotkey to V with a Button.
Added a tutorial, check here.
Please report any typos and malfunctions/bugs, I haven't tested this in an actual game, only in "test document" mode on the demo maps, with various forms of AI allies and shared control to simulate other players.