hey guys im having this problem with the lobby in sc2 with maps i make... and its really becoming a dealbreaker for me when i try to make maps...
for example... i made a 4v4 map...
when i get to the lobby the teams are 5v3..... and i cant move a slot from the top team (5) to the bottom team (3)... i can move some to a third team but i cant manage to move slots into a 4v4....
and i set the map teams for 4v4 placement and all that jazz... i was wondering if anyone could tell me if im doing something wrong or if they could help me by checking it out with me?
hey guys im having this problem with the lobby in sc2 with maps i make... and its really becoming a dealbreaker for me when i try to make maps...
for example... i made a 4v4 map...
when i get to the lobby the teams are 5v3..... and i cant move a slot from the top team (5) to the bottom team (3)... i can move some to a third team but i cant manage to move slots into a 4v4....
and i set the map teams for 4v4 placement and all that jazz... i was wondering if anyone could tell me if im doing something wrong or if they could help me by checking it out with me?
thanks!
In the editor go to Map > Game Variants > Create New. Set your stuff in there. But before you do it I warn you the game variants thing has been notorious of corrupting header files lately, which although they aren't hard to reverse (all you do is remove the variant) it wont allow you to publish properly if you have a corrupt header.
I and you alike are waiting for a fix from Blizzard. So many things seem to be broken between Battle.net and the Editor right now it's not even funny.
ok, so i set all that stuff in the variants. now i can get 4v4 teams in the lobby, but when the game starts, (a 4v4 SIDED map), all the players spawn randomly.
-yes, i set team placement. both basic and advanced.
thanks for trying to help. anyone can get me out of this new bind im in?
In the map>player properties, set each player's start location. It gives you the option of controller, race, and start location. I don't think this is a team/variant problem, just an individual start location problem. The default is random (or "any" or something).
There is a large problem with this, which me and my brother have fixed when making our 4v4 Evolves, which will be ready for release tomorrow. If you got a 4v4, lets say, and the first player than joins is the host. They are now player 1, but if they join team 2 in the first position, ie. Player 5, they remain as player 5. So if you have 4 spawns one side and 4 the other side, the host will be player 5, so allied to people on the second side of the map, but will spawn on the player 1 part of the map, directly next to his enemies. This is a huge problem with the lobby system. Hopefully, we will post a tutorial up about this as we have only just got it fixed, which is why the placement of players in current battle net games with more than one team, does not fit and you dont always end up next to the correct people, or next to people who are your allies.
When are game is released, we will let you know how to solve this problem.
In the map>player properties, set each player's start location. It gives you the option of controller, race, and start location. I don't think this is a team/variant problem, just an individual start location problem. The default is random (or "any" or something).
i did that too. and the start locations are matched with the players/start locations on team placement. its not a mismatch anyway because the players spawn randomly. sometimes it'll switch one guy to each side of the map sometimes two.
There is a large problem with this, which me and my brother have fixed when making our 4v4 Evolves, which will be ready for release tomorrow. If you got a 4v4, lets say, and the first player than joins is the host. They are now player 1, but if they join team 2 in the first position, ie. Player 5, they remain as player 5. So if you have 4 spawns one side and 4 the other side, the host will be player 5, so allied to people on the second side of the map, but will spawn on the player 1 part of the map, directly next to his enemies. This is a huge problem with the lobby system. Hopefully, we will post a tutorial up about this as we have only just got it fixed, which is why the placement of players in current battle net games with more than one team, does not fit and you dont always end up next to the correct people, or next to people who are your allies.
When are game is released, we will let you know how to solve this problem.
Zeragon
i couldnt follow what you were trying to say but i think its along the lines of my same problem. let me know when you fix it! :p
I have fixed it but without a proper tutorial its impossible to explain so once that it is up i will let you know.
I'm sure you can answer this question, do you use cpus to determine which player a team on? I've been trying to do it that way. I thought I could force computers as player 1 and player 5 but i think that player 5 may be player 3. If cpu player 5 is player 3 in game, I think I can fix it. Theres so much testing though I'm worried I'm gonna get banned from bnet for abusing the map publishing. I must have published around 20 maps so far. and I've deleted 18. (don't worry I'm using worthless names)
I know what you mean, and that was the way i originally did it, but you can actually just check alliance to player 1, if they are on the same team you know teammates, then you can re-assign the correct units for the start locations to the correct players so they end up in the correct places.
You just made me realize that I don't really care which number the other computer is. All that matters is that they aren't allies with player 1. Thanks :)
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
hey guys im having this problem with the lobby in sc2 with maps i make... and its really becoming a dealbreaker for me when i try to make maps...
for example... i made a 4v4 map...
when i get to the lobby the teams are 5v3..... and i cant move a slot from the top team (5) to the bottom team (3)... i can move some to a third team but i cant manage to move slots into a 4v4....
and i set the map teams for 4v4 placement and all that jazz... i was wondering if anyone could tell me if im doing something wrong or if they could help me by checking it out with me?
thanks!
@geodude52: Go
help? anybody? :(
In the editor go to Map > Game Variants > Create New. Set your stuff in there. But before you do it I warn you the game variants thing has been notorious of corrupting header files lately, which although they aren't hard to reverse (all you do is remove the variant) it wont allow you to publish properly if you have a corrupt header.
I and you alike are waiting for a fix from Blizzard. So many things seem to be broken between Battle.net and the Editor right now it's not even funny.
@geodude52: Go
http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/ < - There's a tutorial =)
@BloodClud: Go
ok, so i set all that stuff in the variants. now i can get 4v4 teams in the lobby, but when the game starts, (a 4v4 SIDED map), all the players spawn randomly.
-yes, i set team placement. both basic and advanced.
thanks for trying to help. anyone can get me out of this new bind im in?
@geodude52: Go
In the map>player properties, set each player's start location. It gives you the option of controller, race, and start location. I don't think this is a team/variant problem, just an individual start location problem. The default is random (or "any" or something).
@SquarelyCircle: Go
There is a large problem with this, which me and my brother have fixed when making our 4v4 Evolves, which will be ready for release tomorrow. If you got a 4v4, lets say, and the first player than joins is the host. They are now player 1, but if they join team 2 in the first position, ie. Player 5, they remain as player 5. So if you have 4 spawns one side and 4 the other side, the host will be player 5, so allied to people on the second side of the map, but will spawn on the player 1 part of the map, directly next to his enemies. This is a huge problem with the lobby system. Hopefully, we will post a tutorial up about this as we have only just got it fixed, which is why the placement of players in current battle net games with more than one team, does not fit and you dont always end up next to the correct people, or next to people who are your allies.
When are game is released, we will let you know how to solve this problem.
Zeragon
i did that too. and the start locations are matched with the players/start locations on team placement. its not a mismatch anyway because the players spawn randomly. sometimes it'll switch one guy to each side of the map sometimes two.
i couldnt follow what you were trying to say but i think its along the lines of my same problem. let me know when you fix it! :p
I have fixed it but without a proper tutorial its impossible to explain so once that it is up i will let you know.
I'm sure you can answer this question, do you use cpus to determine which player a team on? I've been trying to do it that way. I thought I could force computers as player 1 and player 5 but i think that player 5 may be player 3. If cpu player 5 is player 3 in game, I think I can fix it. Theres so much testing though I'm worried I'm gonna get banned from bnet for abusing the map publishing. I must have published around 20 maps so far. and I've deleted 18. (don't worry I'm using worthless names)
@KelvCM: Go
I know what you mean, and that was the way i originally did it, but you can actually just check alliance to player 1, if they are on the same team you know teammates, then you can re-assign the correct units for the start locations to the correct players so they end up in the correct places.
@Zeragon33: Go
You just made me realize that I don't really care which number the other computer is. All that matters is that they aren't allies with player 1. Thanks :)
anyone... help... me....
<<
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