Change Player Group variable to function->Players->"Players on Team (x)"
Keep the other variable in the "Set Alliance for Player Group" action the same ("Ally with Shared Vision")
Full Action should read: Make all players in (Players on team 1) treat each other as Ally With Shared Vision.
Disable all other map initialization actions (such as initialize melee, win/lose conditions etc)
Start game
The Primary player (1) will still see that player 2 is a hostile enemy and does not share vision, despite setting them to be on team 1 together in the Player Attributes context menu, and after setting a trigger to set the appropriate alliances when the map starts.
Note: I tried setting alliances another way using the more-basic Action/Function called "Set alliance". This allows you to set 2 player's alliances manually for one another (ie "Make Player 1 and Player 2 treat each other as Ally with Shared Vision"). When starting the game, this method does actually work but it is not a very good way to program larger maps and dynamic teams.
I need a way to assign alliances according to the Teams in the lobby. How can I do this, and why is my previous method using the Player Groups failing?
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I've been having some issues getting alliances to work in the editor. Here are the steps I am taking to reproduce the problem:
Create an empty test map
Put a unit (Jim Reynor) for player 1 somewhere
Put a unit (marine) for player 2 somewhere
Put a unit (marine) for player 3 somewhere
Go to Toolbar->Map->Game Variants->Player Attributes.
Assign player 1 to Team 1 https://xender.vip/
Assign player 2 to Team 1
Assign player 3 to Team 2
Close window.
Open triggers window
Create new trigger upon Map Initialization
Create new action "Set Alliance for Player Group"
Change Player Group variable to function->Players->"Players on Team (x)"
Keep the other variable in the "Set Alliance for Player Group" action the same ("Ally with Shared Vision")
Full Action should read: Make all players in (Players on team 1) treat each other as Ally With Shared Vision.
Disable all other map initialization actions (such as initialize melee, win/lose conditions etc)
Start game
The Primary player (1) will still see that player 2 is a hostile enemy and does not share vision, despite setting them to be on team 1 together in the Player Attributes context menu, and after setting a trigger to set the appropriate alliances when the map starts.
Note: I tried setting alliances another way using the more-basic Action/Function called "Set alliance". This allows you to set 2 player's alliances manually for one another (ie "Make Player 1 and Player 2 treat each other as Ally with Shared Vision"). When starting the game, this method does actually work but it is not a very good way to program larger maps and dynamic teams.
I need a way to assign alliances according to the Teams in the lobby. How can I do this, and why is my previous method using the Player Groups failing?