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    posted a message on Player starting locations.

    Hi, I am trying to make a map with two distinct teams and team areas. I have succeeded in creating the two teams and their respective player groups, but one thing is not making sense and it is driving me crazy.

    First off i have another related question of less importance. I have succeeded in creating two teams in the player lobby, but they are not correct in size. The first is a lot bigger despite the fact that both teams are the same size (5). This may affect my real problem.

    I have only tested this map with two people playing, and the creation of the teams works. If i keep my friend on my team he is my ally in game and shares win/defeat conditions as well as vision of the team area. If I switch him over to the smaller second team, as expected he is hostile and does not share win/defeat conditions nor vision ( He sees his own team's area). He does however still start on my team's side of the map, where his team is clearly not designated to spawn according to the Team Placement tab of Player Properties under Maps.

    The visibility and win/defeat conditions I created using triggers and player groups. Anyone who is non-agressive to player 1 i put in the team 1 group, and the same for team 2, using player 6 as the target. There should not be a problem here because it works, and since it works I am assuming that assigning teams in the Team Placement also works. But for some reason the actual 'team placement' part does not and it is confusing as fuck.

    I think I read somewhere that the order a player joins the game determines what player number they are. This would clearly explain why my friend is always spawning in the player 2 starting location. But then why is he clearly being placed in two different player groups based solely on which team they are in in the game lobby?

    I could not test whether it works for slot 6 on team 1, since it only lets you move people between teams and not individual slots.

    Any help would be cool, because my retarded ass must be missing something big. haha

    Posted in: Miscellaneous Development
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    posted a message on Max Unit Sight Range

    @zeldarules28: Go

    coool thanks! It lets you change the value of CUnit_Sight to any value you like, but in game it seems to cap at 30. very strange

    ok cool thanks! i guess i will figure out something with the range

    Posted in: Miscellaneous Development
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    posted a message on Max Unit Sight Range

    @sc2okocim: Go

    this is all i need to finish my mapp!!!

    Posted in: Miscellaneous Development
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    posted a message on Max Unit Sight Range

    @sc2okocim: Go

    anyone? plz

    Posted in: Miscellaneous Development
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    posted a message on Max Unit Sight Range

    Hi I am going crazy and direly need help!

    Is it possible to increase a units sight range past 30? If so how???

    Also if a unit is a detector will the detection apply to the sight radius or is there a detection radius somewhere?

    Thank You!!

    Posted in: Miscellaneous Development
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