How to mess around with the multiplayer lobby?
I have a map with 6 'players' total, 4 are users and 2 are computers. Right now when I'm in the lobby the 2 computers go into their own team and the users, while I want the users + 1 computer in one team and 1 computer in the other. Also, as a host I can create team 3 and 4, which are useless.
When I started the map it even made the 2 computers allied, ruining my game.
What I'm trying so far is to go to the 'Attributes' (in the Game Variants stuff, y'know, the workaround) section, and fill in stuff from the top to the bottom what I need and see if it works. So far I get an error message 'No Servers Available' or sth like that, tho :(
"First you gotta go into map / player properties, there you set the amount of players you want in your map, say you are building a 4 player map. you set players 1 to 4 on "user" control.
Then you go into map and at the buttom on the list Game Variants, then click the Generate Defaults, now you should see above that button, 1v1, 2v2, FFA, and then click okay. "
I'm having the same problem. I need to read (with triggers) what teams players are on to determine various aspects of the game. I tried all morning to figure this out, but couldn't get anything to work. The trigger below does NOT display the "test" message, which makes absolutely no sense given that it seems it checks every single possible setting a player can have.
Here's how I have the game variants screen set up, which follows the same pattern as the melee XvX formats. I can't use the melee formats because my map is 6v6, not 1v1-4v4.
Alright I encountered another problem. I have a 4vs4 map, and image it is like two platforms with 4 players each. Each team is suppost to start on one of the platform and one in the other. The problem is that when me and my buddy tries the map out, even though I put him in team 2 he spawns on my platform as my enemy. Someone know what I did wrong?
I've put each player to one start location, player 1 to start location 1 etc... I've putted the first 4 start location on the first platform and the other 4 on the other. So the first player in team 2 should be player 5? Or will the second player who join automaticly become player 2 because he happens to join as the second player? Even though I drag him to team 2?
EDIT: I found out what's wrong, he joined as player 2 and he is player two. Even if I drag him to team 2 he is still player 2 and therefore will spawn on my platform. Anyone know if this is a bug or a setting I can change somewhere?
Alright I encountered another problem. I have a 4vs4 map, and image it is like two platforms with 4 players each. Each team is suppost to start on one of the platform and one in the other. The problem is that when me and my buddy tries the map out, even though I put him in team 2 he spawns on my platform as my enemy. Someone know what I did wrong?
I've put each player to one start location, player 1 to start location 1 etc... I've putted the first 4 start location on the first platform and the other 4 on the other. So the first player in team 2 should be player 5? Or will the second player who join automaticly become player 2 because he happens to join as the second player? Even though I drag him to team 2?
EDIT: I found out what's wrong, he joined as player 2 and he is player two. Even if I drag him to team 2 he is still player 2 and therefore will spawn on my platform. Anyone know if this is a bug or a setting I can change somewhere?
Same problem for me...only solution I've come up with is filling the "empty" slots with computer players, and using a trigger to loop through all the players and remove units for any players that are not user-controlled on map initialization. That way the team number and player numbers get mapped correctly.
@Trevo4311
That doesn't work, sorry :) You can read my thread there to see what happens (read: team basic and team advanced settings do nothing apparently)
Same problem for me...only solution I've come up with is filling the "empty" slots with computer players, and using a trigger to loop through all the players and remove units for any players that are not user-controlled on map initialization. That way the team number and player numbers get mapped correctly.
Seems pretty retarded though...
Do you mean you just add computers in the lobby? I've been struggling with this problem for like a week. :$
Is there a custom script we could write to address this problem?
Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers. Basicly, clear all player properties of starting locations, change to random, and use triggers. Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like. This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point. Hope this helps anyone...
2 global player group variables
Team 1
Team 2
Start of Game
Events
Game - Map initialization
Local Variables
currentPlater = 1 <Integer>
Conditions
Actions
General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player currentPlater is giving player 1 Non-aggression) == true
Then
Player Group - Add player currentPlater to Team 1
Else
Player Group - Add player currentPlater to Team 2
Player - Make all players in Team 1 treat each other as Ally With Shared Vision
Player - Make all players in Team 2 treat each other as Ally With Shared Vision
Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
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How to mess around with the multiplayer lobby?
I have a map with 6 'players' total, 4 are users and 2 are computers. Right now when I'm in the lobby the 2 computers go into their own team and the users, while I want the users + 1 computer in one team and 1 computer in the other. Also, as a host I can create team 3 and 4, which are useless.
When I started the map it even made the 2 computers allied, ruining my game.
I'm also having a ton of trouble with this
@Eldrazor: Go
I have the same problem...
http://forums.sc2mapster.com/development/map-development/2210-lock-teams/
that is what I've done, and the teams are totally messed up! Anyone know how to fix this?
What I'm trying so far is to go to the 'Attributes' (in the Game Variants stuff, y'know, the workaround) section, and fill in stuff from the top to the bottom what I need and see if it works. So far I get an error message 'No Servers Available' or sth like that, tho :(
From a guy on the forums
"First you gotta go into map / player properties, there you set the amount of players you want in your map, say you are building a 4 player map. you set players 1 to 4 on "user" control.
Then you go into map and at the buttom on the list Game Variants, then click the Generate Defaults, now you should see above that button, 1v1, 2v2, FFA, and then click okay. "
Dunno if it works but I gonna try it
I'm having the same problem. I need to read (with triggers) what teams players are on to determine various aspects of the game. I tried all morning to figure this out, but couldn't get anything to work. The trigger below does NOT display the "test" message, which makes absolutely no sense given that it seems it checks every single possible setting a player can have.
Here's how I have the game variants screen set up, which follows the same pattern as the melee XvX formats. I can't use the melee formats because my map is 6v6, not 1v1-4v4.
http://img171.imageshack.us/img171/6720/variants1.jpg
http://img256.imageshack.us/i/variants2.jpg/
http://img337.imageshack.us/i/variants3.jpg/
Alright I encountered another problem. I have a 4vs4 map, and image it is like two platforms with 4 players each. Each team is suppost to start on one of the platform and one in the other. The problem is that when me and my buddy tries the map out, even though I put him in team 2 he spawns on my platform as my enemy. Someone know what I did wrong?
I've put each player to one start location, player 1 to start location 1 etc... I've putted the first 4 start location on the first platform and the other 4 on the other. So the first player in team 2 should be player 5? Or will the second player who join automaticly become player 2 because he happens to join as the second player? Even though I drag him to team 2?
EDIT: I found out what's wrong, he joined as player 2 and he is player two. Even if I drag him to team 2 he is still player 2 and therefore will spawn on my platform. Anyone know if this is a bug or a setting I can change somewhere?
Same problem for me...only solution I've come up with is filling the "empty" slots with computer players, and using a trigger to loop through all the players and remove units for any players that are not user-controlled on map initialization. That way the team number and player numbers get mapped correctly.
Seems pretty retarded though...
Read my thread here:
http://forums.sc2mapster.com/general/general-chat/2192-lobby-teams-dont-match-map-team-definitions/#p5
@Trevo4311 That doesn't work, sorry :) You can read my thread there to see what happens (read: team basic and team advanced settings do nothing apparently)
Do you mean you just add computers in the lobby? I've been struggling with this problem for like a week. :$
Is there a custom script we could write to address this problem?
Ok so this is what i did to fix the lobby teams not being easy to work with in the triggers. Basicly, clear all player properties of starting locations, change to random, and use triggers. Game varrients should be used only to show the amount of teams, like 2v2 or 3v3.Then player 1 is host and who ever joins can be moved around as freely as they would like. This is my solution for a 2v2 to make a player group the 2 players that were allied in the lobby. then always This is a Shared starting point. Hope this helps anyone...
2 global player group variables
Team 1
Team 2
Start of Game
Events
Game - Map initialization
Local Variables
currentPlater = 1 <Integer>
Conditions
Actions
General - For each integer currentPlater from 1 to (Number of players in (All players)) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player currentPlater is giving player 1 Non-aggression) == true
Then
Player Group - Add player currentPlater to Team 1
Else
Player Group - Add player currentPlater to Team 2
Player - Make all players in Team 1 treat each other as Ally With Shared Vision
Player - Make all players in Team 2 treat each other as Ally With Shared Vision
Camera - Pan the camera for player (Player 1 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 1) to Red respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 1 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Camera - Pan the camera for player (Player 2 from Team 2) to Blue Respawn Point over 0.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Do Not use smart panning