I've got an interesting dilemma. I have a 2 player attribute settings one as ship the other as base. I've set it up as role choice for the players.
I have 2 teams. There are only 2 total base attributes available given as first come first serve access to self only.
The game and is designed to have 1 Baser on each team.
In some other game modes I setup teams in the game. But for random mode I issue players who are not a Baser a random hero ship. The basers therefore are to be setup in lobby. Aside from putting a warning in the patch notes and a map error on game start there is no current way to restrict access to the "base choice" player attribute to "one base per team".
Meaning anyone could go in and set it up wrong in the lobby with 2 basers on the same team, which would then glitch the map.
I have my functions and triggers tied the player attribute if they select "base" to set them up on the appropriate team. But each side is supposed to have a "baser".
Asside from doing away with lobby teams I don't know any work around.
I'm looking for alternate ideas on how to set this up.
Haven't tested this, but I believe you could make multiple copies of each attribute (all with the same name), one per team, and use requirements to hide each attribute from other teams. Assuming you have fixed teams, you can use a hidden player attribute for each team (set up under Game Variants) to detect if the player is on that team.
Then in the triggers you'd just have to check a different attribute per team.
This is kinda late but, You should be able to switch teams in the lobby. This wont work as player attributes can be changed regardless of which team you are on in the lobby. Unless the attributes are fixed. The only way to set a requirement to limit use of the (copies) as you say is with another player attribute.
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I've got an interesting dilemma. I have a 2 player attribute settings one as ship the other as base. I've set it up as role choice for the players.
I have 2 teams. There are only 2 total base attributes available given as first come first serve access to self only.
The game and is designed to have 1 Baser on each team.
In some other game modes I setup teams in the game. But for random mode I issue players who are not a Baser a random hero ship. The basers therefore are to be setup in lobby. Aside from putting a warning in the patch notes and a map error on game start there is no current way to restrict access to the "base choice" player attribute to "one base per team".
Meaning anyone could go in and set it up wrong in the lobby with 2 basers on the same team, which would then glitch the map.
I have my functions and triggers tied the player attribute if they select "base" to set them up on the appropriate team. But each side is supposed to have a "baser".
Asside from doing away with lobby teams I don't know any work around.
I'm looking for alternate ideas on how to set this up.
Haven't tested this, but I believe you could make multiple copies of each attribute (all with the same name), one per team, and use requirements to hide each attribute from other teams. Assuming you have fixed teams, you can use a hidden player attribute for each team (set up under Game Variants) to detect if the player is on that team.
Then in the triggers you'd just have to check a different attribute per team.
This is kinda late but, You should be able to switch teams in the lobby. This wont work as player attributes can be changed regardless of which team you are on in the lobby. Unless the attributes are fixed. The only way to set a requirement to limit use of the (copies) as you say is with another player attribute.