Dont forget us over at SEA. This looks sensational, I know its early days but this could be the dominant map of 2010. The Golems of 02, The Tarpit of 06 or even The Dota of 07.
Anything other then Nexus Wars for SEA... that map is destroying UMS for us... mindless creations +1
I was planning on buying another account to spam hosts for some of my maps but it could be used as a hub for hosting. When I buy it if I buy it, I will let you know. probably name it Sc2MapsterSEA or something lol.
Omg! BAZINGA!
Gah I forgot to mention to most important thing....
You must set all non active players in player properties to Neutral. This prevents players from entering the game as player 9-15 because they are neutral slots even if the slots are set to None the lobby will still account player variable so you must account them as neutral. This prevents players ruining your system when they leave the lobby.
There is a way to make it so players can change mode whilst in lobby but I cant put my finger on it.
It might have something to do with attributes.
@tmahring:
i got what you are talking about to work, but after a test game many players joined and left and once the game was full i started, The teams had actually broken..
Now I'm not saying your system is bad it is in fact how I found a way to perfect it. Instead of picking each player with the integer simply build the trigger from scratch, for example if player 1 is playing then do all initiation for player 1. Then in a new trigger repeat for player 2. You will eventually have each player labeled a different start location so it will be lengthy but exact.
I built this trigger for a 3v3v3v3 map and no problems at all.
So I’ve implemented a system I saw someone post, it is a little different to what I saw but it works none the less.
the system is built using Random start locations and organize the teams that are associated with the locations, the teams are then identified for triggers using if player start location is “start location#” because teams are already set because of the player properties nothing more has to be done.
The only problem with this system is players leaving the lobby, if 8 players have joined the game assuming the max number of players in the lobby is 8, the game will add the next player back to the next unused player or so I think and destroys the appearance of the lobby… , what I query is this true? or does the counter continue to go upwards threw players 9-15?
Looking at this in my map currently, Nexus Destroyers has a 4v4 gameplay and so that the lobby can be moved around each player has a condition searching for start location, But for some strange reason the start locations that are being grouped are only equaling 1 player so the system works players seperate like the lobby but to 1 start location for each team so um to fix this situation I need this guys Shared building spending thingo...
Maybe if you give the computer 1 billion bucks, and then just have a trigger adjust the player who commands the unit being built to loose the price of the unit using a string?
Are you certain all info is displayed. My teams are not matching up. sometimes I start with 3 on one side and 5 on another. Are slots allowed to be empty or does the system fail if slots are empty?
@tmahring:
Computers dont seem to follow your rules at all. I am worried if I continue using your trigger that it will not work with Users aswell. Too add further, you cant move users in the lobby if you Lock their possitions like that using variants.
~Events. Map Initializes ~Conditions. (Team [Custom team] value for player 1) == Team 1]1 ~Actions Spawn Unit for player 1.(this isn’t the problem)
I’m using the “Attribute Player Value” in conditions and matching it to one of its set “Values”. The problem is even tho they look the same when I change the comparison to != the trigger fires ultimately meaning they are not equal at all. I’ve locked the attributes so that player 1 is Team 1]1 and locked the rest as well without 1]1.
So its impossible to may just add the picture and then instead of going into detail and adding the mouseover stas which I cant just maybe change the 0 to add +1 can that be done?
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Any plans on including some of the tier 2 units, they seem to be heavily excluded.
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Dont forget us over at SEA. This looks sensational, I know its early days but this could be the dominant map of 2010. The Golems of 02, The Tarpit of 06 or even The Dota of 07.
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So I’ve implemented a system I saw someone post, it is a little different to what I saw but it works none the less.
the system is built using Random start locations and organize the teams that are associated with the locations, the teams are then identified for triggers using if player start location is “start location#” because teams are already set because of the player properties nothing more has to be done.
The only problem with this system is players leaving the lobby, if 8 players have joined the game assuming the max number of players in the lobby is 8, the game will add the next player back to the next unused player or so I think and destroys the appearance of the lobby… , what I query is this true? or does the counter continue to go upwards threw players 9-15?
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~Events.
Map Initializes
~Conditions.
(Team [Custom team] value for player 1) == Team 1]1
~Actions
Spawn Unit for player 1.(this isn’t the problem)
I’m using the “Attribute Player Value” in conditions and matching it to one of its set “Values”. The problem is even tho they look the same when I change the comparison to != the trigger fires ultimately meaning they are not equal at all. I’ve locked the attributes so that player 1 is Team 1]1 and locked the rest as well without 1]1.
How is this so?
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