Team Melee. Two or more players control one players units. From Brood War.
I am working on making Team Melee for SC2. I have gotten as far as I can on my own. I am unable to complete it and make it perfect. I am asking for help. I don't care if you steal all my work and claim it as your own. My only goal is that Team Melee can be available on nearly every SC2 map and that Team Melee is awesome.
I have made and uploaded Team Melee on Xel'Naga caverns on the NA server. You can find the map by searching for "Teammelee" all one word. "Xel'Naga Caverns Team Melee" is the map I have created. You will notice there are other Team melee maps. I believe these all have some flaws.
Instructions:
1) North American server. Custom Map. Search for "Teammelee" all one word.
"Xel'Naga Caverns Team Melee" by Smurphy is the map you want.
2) The computer on each team is the "team captain" and the computer's race is that team's starting race.
3) Each player's race only controls the voice and UI in the game. It has no other effect.
4) No computer AI exists. I don't know what extra computers do. I do know that they don't move the units.
Flaws:
1) Repair for Terrans doesn't seem to work. Can't turn on auto-repair nor repair damage structures by right clicking on them with an SCV.
2) Sometimes the game doesn't properly identify the computer team captain and bad things happen.
3) Multi-Race doesn't exist.
4) Your own race doesn't matchup with your Team's starting race. I don't think there is anything that can be done about this besides saying "Pick the race of your computer". I don't think this one is worth fixing.
5) The resource counter doesn't display the race visuals.
If you can help me correct any of these flaws and make Team Melee perfect I would be most appreciative. I am willing to do the grunt work of slapping on the code to all the maps once it is down-pat.
I'm not 100% sure what you're trying to accomplish (when I opened the thread I thought it would be a playstyle of 1v1 with 2 players on each team, one controlling the structures and macro'ing and the other purely micro'ing and controlling the units, but it seems a little different?), but the repair should be easy to work around by modifying it in the data editor. You could if needed create a completely new ability that is basically the same as repair but works on allies and all that jazz.
I had some of the same issues for Hive Mind Melee, which is effectively what you are describing here. The repair being a major one.
You can look at the map though, maybe it can help you out, it is unlocked.
You can also download it here from sc2mapster, click the maps link under my name.
I checked out your map and the concepts are very similar. I didn't get to play your map but I did look at it in the map editor. This has been very helpful. You have some great ideas that I plan on borrowing (stealing).
I'm not 100% sure what you're trying to accomplish (when I opened the thread I thought it would be a playstyle of 1v1 with 2 players on each team, one controlling the structures and macro'ing and the other purely micro'ing and controlling the units, but it seems a little different?), but the repair should be easy to work around by modifying it in the data editor. You could if needed create a completely new ability that is basically the same as repair but works on allies and all that jazz.
Team Melee is a map mode from the original Starcraft. The concept is like Micro/Macro except it can be however many players and they can do whatever they want with one player's units. If three want to micro and one wants to macro that's fine. If all want to macro that's fine. etc. etc. I'll have to check out repair in the data editor.
I'm a newbie at this map editor thing. I also don't put forth too much time into it. However I do plod along and slowly get things done :) I'm open to any help or any places someone wants to fill in gaps where things need to be accomplished or things should be changed. Here is an updated list of what could and should be updated/changed.
1) Format of identifying "Team Captains". I use computers so in the lobby a team knows which player to set to choose their starting race. Also, I believe my system can handle players dropping in the middle of the game. I believe scmapcritic's Hive Mind might have trouble handling the team captain dropping. He also wants to setup voting to determine the starting race for each team. I think using a computer avoids drop issues. However, sometimes my system fails to properly identify the computer Captain. I'm looking for a better way to identify the computer player on each team.
2) Repair
Mozared mentions I can correct this via the data editor. I haven't used the data editor before but I'll give it a look.
3) Idle Workers
scmapcritic's Hive Mind map has some code that pertains to Idle Workers. I'll be trying that out!
4) Warp Gates
scmapcritic's map also has comments that Warp Gates don't have their own button. I forgot all about that! A dialog will have to be setup for Warp Gates.
5) Multi-race starting workers.
I haven't bothered work on this yet. I think I can handle it. I simply haven't gotten around to doing it.
I think scmapcritic has handled Idle Workers. I'll be slowly trying to accomplish the other things. If anyone easily does one and shows me how I would be appreciative and throw it in the map.
The trigger needs a "clear selection for player" before it selects the idle workers, right now it adds them to your current selection group.
The trigger needs to cycle through idle workers, right now it simply selects *all* idle workers (which isn't so bad really but not how it functions in the real game)
I've identified the problem with repair but I do not know how to make it work for this map. Repair uses the money of the player issuing the orders and not the owner of the unit. Since the players in this game have no money they can't have SCVs autorepair. Only the computer with no AI has money.
I don't know how to use the data editor to change repair or know if this is possible. Essentially, I want allies to be able to use repair and have the money come out of the unit owner's pockets.
Smurphy: here's an idea I have for a trigger solution for the repair problem. Give each player a nominal number of minerals (eg 5 or 10) and gas (only once the computer has gas). Have a trigger that "charges" the cpu money every time players' cash gets deducted for any reason (eg leaving or repairing). Also have this trigger keep track of debt and attempt to zero all players' minerals when the CPU has 0 minerals or gas. With this example upon leaving you'd only end up transferring 5-10 minerals to the rest of the team...which, while bad, isn't a disaster...and the trigger might just go ahead and subtract them when it notices the players no longer own those resources.
I can try to add those triggers for you if you can send me your map file at some point.
I don't know exactly how mod's work, but it seems like it would be easier for you to just make a custom game type mod for this, and not have to remake every single map.
A mod is a map without terrain that will be used as a dependency to any map you want.
The map (providing you link your mod as its sole dependency) will only use its terrain and still various important things like the spawn locations, but the mod's data and triggers information will supersede the default ones of the maps.
It is indeed the best way to go to apply one "gameplay" modification to several ("terrain") maps.
Once it is done, you just need to change the one mod and republish every map with the updated dependency. And you can therefore apply your energy in a more effective fashion.
About the repair, the trigger would circumvent the inability to share resources, you should go post in the trigger forum to get help for it :^)
because it will be quite a series of triggers to get the desired effect
Team Melee. Two or more players control one players units. From Brood War.
I am working on making Team Melee for SC2. I have gotten as far as I can on my own. I am unable to complete it and make it perfect. I am asking for help. I don't care if you steal all my work and claim it as your own. My only goal is that Team Melee can be available on nearly every SC2 map and that Team Melee is awesome.
I have made and uploaded Team Melee on Xel'Naga caverns on the NA server. You can find the map by searching for "Teammelee" all one word. "Xel'Naga Caverns Team Melee" is the map I have created. You will notice there are other Team melee maps. I believe these all have some flaws.
Instructions: 1) North American server. Custom Map. Search for "Teammelee" all one word. "Xel'Naga Caverns Team Melee" by Smurphy is the map you want. 2) The computer on each team is the "team captain" and the computer's race is that team's starting race. 3) Each player's race only controls the voice and UI in the game. It has no other effect. 4) No computer AI exists. I don't know what extra computers do. I do know that they don't move the units.
Flaws: 1) Repair for Terrans doesn't seem to work. Can't turn on auto-repair nor repair damage structures by right clicking on them with an SCV. 2) Sometimes the game doesn't properly identify the computer team captain and bad things happen. 3) Multi-Race doesn't exist. 4) Your own race doesn't matchup with your Team's starting race. I don't think there is anything that can be done about this besides saying "Pick the race of your computer". I don't think this one is worth fixing. 5) The resource counter doesn't display the race visuals.
If you can help me correct any of these flaws and make Team Melee perfect I would be most appreciative. I am willing to do the grunt work of slapping on the code to all the maps once it is down-pat.
Post deleted because I fixed this section of code that wasn't working.
I've updated the original post. I've gotten pretty far with the map but a few things left I can't figure out after a month of trying.
+respect for you :)
Keep on trying!
I had some of the same issues for Hive Mind Melee, which is effectively what you are describing here. The repair being a major one.
You can look at the map though, maybe it can help you out, it is unlocked.
You can also download it here from sc2mapster, click the maps link under my name.
I'm not 100% sure what you're trying to accomplish (when I opened the thread I thought it would be a playstyle of 1v1 with 2 players on each team, one controlling the structures and macro'ing and the other purely micro'ing and controlling the units, but it seems a little different?), but the repair should be easy to work around by modifying it in the data editor. You could if needed create a completely new ability that is basically the same as repair but works on allies and all that jazz.
I checked out your map and the concepts are very similar. I didn't get to play your map but I did look at it in the map editor. This has been very helpful. You have some great ideas that I plan on borrowing (stealing).
Team Melee is a map mode from the original Starcraft. The concept is like Micro/Macro except it can be however many players and they can do whatever they want with one player's units. If three want to micro and one wants to macro that's fine. If all want to macro that's fine. etc. etc. I'll have to check out repair in the data editor.
I'm a newbie at this map editor thing. I also don't put forth too much time into it. However I do plod along and slowly get things done :) I'm open to any help or any places someone wants to fill in gaps where things need to be accomplished or things should be changed. Here is an updated list of what could and should be updated/changed.
1) Format of identifying "Team Captains". I use computers so in the lobby a team knows which player to set to choose their starting race. Also, I believe my system can handle players dropping in the middle of the game. I believe scmapcritic's Hive Mind might have trouble handling the team captain dropping. He also wants to setup voting to determine the starting race for each team. I think using a computer avoids drop issues. However, sometimes my system fails to properly identify the computer Captain. I'm looking for a better way to identify the computer player on each team.
2) Repair Mozared mentions I can correct this via the data editor. I haven't used the data editor before but I'll give it a look.
3) Idle Workers scmapcritic's Hive Mind map has some code that pertains to Idle Workers. I'll be trying that out!
4) Warp Gates scmapcritic's map also has comments that Warp Gates don't have their own button. I forgot all about that! A dialog will have to be setup for Warp Gates.
5) Multi-race starting workers. I haven't bothered work on this yet. I think I can handle it. I simply haven't gotten around to doing it.
I think scmapcritic has handled Idle Workers. I'll be slowly trying to accomplish the other things. If anyone easily does one and shows me how I would be appreciative and throw it in the map.
@Spmurphy: Go
Idle Workers is semi-working.
I've identified the problem with repair but I do not know how to make it work for this map. Repair uses the money of the player issuing the orders and not the owner of the unit. Since the players in this game have no money they can't have SCVs autorepair. Only the computer with no AI has money.
I don't know how to use the data editor to change repair or know if this is possible. Essentially, I want allies to be able to use repair and have the money come out of the unit owner's pockets.
Smurphy: here's an idea I have for a trigger solution for the repair problem. Give each player a nominal number of minerals (eg 5 or 10) and gas (only once the computer has gas). Have a trigger that "charges" the cpu money every time players' cash gets deducted for any reason (eg leaving or repairing). Also have this trigger keep track of debt and attempt to zero all players' minerals when the CPU has 0 minerals or gas. With this example upon leaving you'd only end up transferring 5-10 minerals to the rest of the team...which, while bad, isn't a disaster...and the trigger might just go ahead and subtract them when it notices the players no longer own those resources.
I can try to add those triggers for you if you can send me your map file at some point.
@Spmurphy: Go
I don't know exactly how mod's work, but it seems like it would be easier for you to just make a custom game type mod for this, and not have to remake every single map.
A mod is a map without terrain that will be used as a dependency to any map you want.
The map (providing you link your mod as its sole dependency) will only use its terrain and still various important things like the spawn locations, but the mod's data and triggers information will supersede the default ones of the maps.
It is indeed the best way to go to apply one "gameplay" modification to several ("terrain") maps.
Once it is done, you just need to change the one mod and republish every map with the updated dependency. And you can therefore apply your energy in a more effective fashion.
About the repair, the trigger would circumvent the inability to share resources, you should go post in the trigger forum to get help for it :^)
because it will be quite a series of triggers to get the desired effect
glhf