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    posted a message on [Trigger, Misc] Lobby to In-game team setup

    I didn't really know what to call this so...

    Lobby Teams
    I have seen numerous posts about problems with the teams in game being completely different than the teams that are launched with in the lobby. This tutorial will explain how to setup your map so that the teams in the lobby are the EXACT teams that are played in the game, it also fixes all issues regarding moving players in the lobby and having uneven teams.

    The Problem
    The problem is that the lobby treats teams and players differently. The lobby sets player id's to players according to the order in which they enter the lobby instead of by what team the player is on.

    For example:
    If there are two teams and 2 players enter, the first player will be team 1 player 1, while the second player will be team 2 player 2. If a third player then joins then they will be team 1 player 3. If player 2 then leaves, and player 3 moves to team 2, player 3 is still considered player 3 on team 2 instead of player 2 because they entered the lobby 3rd.

    Now if that didn't make any sense to you, don't even worry about it because once this code is applied to your map, you will have no problems with it anyway.

    The Solution
    The whole solution can be seen in this image. Make sure you put the loop that sets the teams in map initialization.
    http://lh6.ggpht.com/_5gxSHp0L7vE/TTYpRnyhEyI/AAAAAAAAAJw/M3fic5ztieE/Solution.png

    P.S. If you need to see the image bigger, than right click and copy image url and paste it into your browser.

    Any questions.. please ask.

    Posted in: Tutorials
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    posted a message on How to Prioritize Sounds?

    bump again, i really need an answer for this....

    Posted in: Miscellaneous Development
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    posted a message on How do u make it so teams in lobby match in game

    Sigh.... Just explained it and it didn't post my reply.

    Anyway, There is a way to very easily do this. When I get home tonight(aprox 3-4 hours) I will write a tutorial for it. So watch for it in the tutorials section!

    Posted in: Miscellaneous Development
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    posted a message on How to Prioritize Sounds?

    bump

    Posted in: Miscellaneous Development
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    posted a message on How to Prioritize Sounds?

    I have some sound alerts that are extremely important that people hear. How do I prioritize them above all other sounds?

    Also: Is there a way to queue sounds instead of have them not play or replace each other?

    Posted in: Miscellaneous Development
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    posted a message on Scoreboard not showing?

    After the game ends on my map, the dialog pops up to take you to the score screen. You click score screen and it takes you back to the main menu, it never goes to the score screen. Anyone know why?

    Posted in: Miscellaneous Development
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    posted a message on [Library] Hero Selection v3.0.1 Final

    I got this to mess with it and see how some of it was done. I noticed in the latest updated 3.0.1 it says the portrait tiling is fixed.
    I noticed: When you turn Instant spawn off then the icon still stays. The portraits are still tiled. When you use flash mode, a trigger error occurs every time you switch heros in the selector.

    EDIT: the portraits are tiled because your supposed to use icons apparently, not portraits. There should be an option.

    The insta spawn icon was still there because there was only 1 player in the map i guess.

    I don't know about that trigger error. But with exclusive heros on, it is very intermittent, sometimes players can choose a previously chosen hero, sometimes they get a lock icon. I believe it has something to do with how many heroes they shuffle through before they get to the already taken hero.

    The game also doesn't start when everyone has picked, we still have to wait for the timer...

    Posted in: Trigger Libraries & Scripts
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    posted a message on Precinct Assault[Alpha] + Video Trailer

    The first set of abilities was meant to be that way. The second set will be completely unique to each hero. Those will be added later when I have the new air pathing sorted out.

    Posted in: Map Feedback
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    posted a message on Join game list - Map isn't showing up?

    So I've had my map public for about a week now. All my friends and I play it, I would say minimum 5 games an hour for at least 3 hours every day. I have searched both the popular list and the new map popular list and my map is not on there, I've scrolled to the end of the 1 play per hour section. Is there something i'm doing wrong? How do I get my map on that list? Even if it's the most unpopular thing in the world..

    Posted in: General Chat
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    posted a message on Triggering alerts, sound problems

    My sounds on alerts don't play. They are set to voice catagory. They play fine in the data editor. I have heard them play in game before so they aren't broken. Is there something i'm missing in the alert or sound properties that will enable my sounds to be played and heard over everything else?

    I think I may have found the problem. In the sound properties the chance for the sound to play is 14.00%. Unfortunately any time I try to change it the editor crashes. Anyone know of a solution?

    Posted in: Triggers
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    posted a message on Precinct Assault[Alpha] + Video Trailer
    Embed Removed: https://www.youtube.com/v/L0BI8e5uRFs?fs=1

    Now in beta!

    FIND MAP VIA SEARCH: Precinct Assault
    --------
    The map:
    Goal: Get a single tank inside the enemy bases walls.
    Catch:
    • You cannot control tanks, you can only build them.
    • As a last line of defense, each base has base turrets. When they die, they respawn later to keep fighting.
    • You can also build jet choppers that patrol your base area and defend it from tanks
    • You can build a ground and air super unit to do either task more diligently
    • There are neutral turrets up for grabs all over the map, you can claim these to help defend against the enemies tanks. These respawn as neutral when they die for someone to reclaim again.
    • You can claim outposts that give you alternate bases closer to the enemy base. You can make units at these outposts as well, but at a higher cost. Outposts can be stolen by other players.
    • You have a powerful hero (no there is no leveling or xp involved) to help push your tanks forward.
    • There are power ups that will fill your health, ammo, and boost your stats for a period of time.
    • Perimeter Sensors
    • There's probably more that I have forgotten :P
    --------

    Known issues: Some of the tips may be out of date or incomplete.

    This map is a competitive 1v1 or 2v2.

    Please report balance info, feedback, or bugs to Grimshad at gmail dot com

    Thanks much for the great community and any feedback anyone sends!

    Posted in: Map Feedback
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    posted a message on Shared Control

    Also is it possible to have shared resources?

    Posted in: Miscellaneous Development
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    posted a message on Shared Control

    My map is made for 1v1, but everyone wants 2v2. So what I plan to do is allow a second player in on each team and allowed them to control all of the first players things.

    How do I either: A. Make it so that Player # 2 automatically gets full control of all of player # 1's units B. Make it so that there is only Player 1 as far as the game is concerned and Player 2 is just controlling 1 of Player 1's units.

    Thanks for the help.

    Posted in: Miscellaneous Development
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    posted a message on Make it so patrolling units don't chase

    nevermind.... - chase filters ;)

    Posted in: Miscellaneous Development
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    posted a message on Make it so patrolling units don't chase

    I need to make it so patrolling units don't chase enemies past a specific distance. Does anyone know how?

    Posted in: Miscellaneous Development
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