Probably your engange siege mode trigger fires upon taking damage.
In my map I changed the normal attack range of the unsieged tanks and made the trigger to engage siege mode "a unit starts attacking (namely the siege tank)" and then they will siege up immediatly if something enters range. The increased range on the regular weapon is not even a balancing issue since they will never fire it.
The core difference between popularity in SC2 and the randomness of WC3 is that an unpopular map cannot be publically played. People who design niche maps go in doing so knowing that it will be only be popular amongst a niche audience. The popularity system ensures that one cannot play a "niche" map without an unreasonable wait time.
sorry for warming up a thread as old as this, but I need a place to get my frustration off (the popularity of my map has been reduced to 5 for reasons i have to figure out yet. which means from a hosting time of 2 minutes it has been changed to -dead-).
I totally agree with this post. I did a lot of maps for war3 and it was much much better back then.
Title pretty much explains it. How do I enforce this setting? Most games autostart when they are full, but my map doesn't :-( Special Game Variant crap again?
edit* i found some leads it has something to do with computer players in the teams. where exactly do i need to remove the computer players from the teams? game variants or map settings or both? hadn't time to test it yet.
edit2* player color does also affect if a player shows up in the lobby or not! best change player colors ingame/map init.
I was playing with changing ownership of a Hercules and I found that the cargo of units inside would change ownership as well. Dont think you can get around that so to me the best bet sounds like the idea from above where you create a invis bunker for each player group or something like that. Triggers = win
well you should ofc add a condition checking the bunker is "empty" before allowing a player change based on proximity. if any unit leaves the check should be made again to properly find the closest unit and players not needing to "leave and reenter" the range around the bunker.
Leaderboard - Sort (Last created leaderboard) by column 1, in Ascending order, with priority 1 <== that action would suffice I'd say.
If I may jump in: I experimented with this function a lot and effectively tested every single leaderboard action there is, but without success :-( Some part of this "add player" thing worked during beta, but not now anymore.
My best guess so far is that add player and sorting only work if you set only a few parameters of the leaderboard so it may work similar to the old leaderboard in war3
This is a common problem at the moment. The main reason is battle.net's automated function to merge all players to free slots upwards.
In my map I found a way around this: You "lock" every single setting in the Game Variants concerning Player Control and Player Slot, Player Team etc.
BUT there is a huge downside to this: you won't be able to swap players between teams in the battle.net lobby!
0
Probably your engange siege mode trigger fires upon taking damage.
In my map I changed the normal attack range of the unsieged tanks and made the trigger to engage siege mode "a unit starts attacking (namely the siege tank)" and then they will siege up immediatly if something enters range. The increased range on the regular weapon is not even a balancing issue since they will never fire it.
0
very nice tutorial. thumbs up!
0
you are never really save if you distribute it. if you want to be completely sure do not upload your map anywhere, but on battle.net as locked.
0
agreed
0
sorry for warming up a thread as old as this, but I need a place to get my frustration off (the popularity of my map has been reduced to 5 for reasons i have to figure out yet. which means from a hosting time of 2 minutes it has been changed to -dead-).
I totally agree with this post. I did a lot of maps for war3 and it was much much better back then.
0
I found that checkboxes a few minutes ago while checking something up with stim pack. If I find them again I edit my post :-o
0
your ideas helped me alot where to look for the problem. thanks a lot!
0
this should be sticky
0
Disable "Enforce Victory/Defeat Conditions" & "Create Starting Units for all players" in your Map Initialization Trigger.
0
googled a while, but coudlnt find anything.
Title pretty much explains it. How do I enforce this setting? Most games autostart when they are full, but my map doesn't :-( Special Game Variant crap again?
thanks in advance,
BlacKcuD
0
Confirmed. If anybody finds a solution to this, I would really appreciate that :-(
edit: and well counting the players ever few seconds does not count as a solution it is a bad-medium workaround.
0
well you should ofc add a condition checking the bunker is "empty" before allowing a player change based on proximity. if any unit leaves the check should be made again to properly find the closest unit and players not needing to "leave and reenter" the range around the bunker.
0
vote for sticky
0
If I may jump in: I experimented with this function a lot and effectively tested every single leaderboard action there is, but without success :-( Some part of this "add player" thing worked during beta, but not now anymore. My best guess so far is that add player and sorting only work if you set only a few parameters of the leaderboard so it may work similar to the old leaderboard in war3
0
@Paranoiks: Go
This is a common problem at the moment. The main reason is battle.net's automated function to merge all players to free slots upwards.
In my map I found a way around this: You "lock" every single setting in the Game Variants concerning Player Control and Player Slot, Player Team etc. BUT there is a huge downside to this: you won't be able to swap players between teams in the battle.net lobby!