I have looked at various lobby tutorials, but didn't found an answer to my problem: Is there a way to hide computer players in the lobby? It looks really strange and players can drag them around which is not good. My map sets up alliances in the init, so it shouldn't actually be a game breaking problem, but the lobby still feels weird. Is there a simple solution to this problem?
To fix the dargging around set the ai to be locked to team, also all of this stuff about lobbies and stuff before the game starts is in game variants and attributes.
Not that I know of. Pretty sure they have to show up in the lobby if you want a functioning AI. If you were to do your own AI via triggers though, then you wouldn't need them in the lobby.
I was inspired by what I could see in the income wars map, but did a bit differently. In player properties, change the controller of the "base" players from Computer to Hostile, and use triggers to set the correct alliances during game initialization. (If you put them to neutral, they won't attack the enemy on sight, even if you set them as enemies). This way, the "base" players don't even appear in the lobby.
This solves an actual bug.
If you mess around with player positions in the lobby, you can change a player's team even if it is locked in the map's game variants. The "base" teams could then become your enemy. Some players played my map and had this problem and had their "base" attack them. I think that is not an expected behavior of the lobby, and thus I classify it as a bug from blizzard. The "Hostile" trick is a workaround.
Hmm, I don't know. I encountered a problem with this approach, where units from the bases always return to their spawn location. I don't now if this is inherited from the sc2 libraries or from the war3 mod I'm using. The "hostile" player solution works for me because I only need towers for the base players, and no unit really.
Hi,
I have looked at various lobby tutorials, but didn't found an answer to my problem: Is there a way to hide computer players in the lobby? It looks really strange and players can drag them around which is not good. My map sets up alliances in the init, so it shouldn't actually be a game breaking problem, but the lobby still feels weird. Is there a simple solution to this problem?
I'm also interested in the answer this this question.
To fix the dargging around set the ai to be locked to team, also all of this stuff about lobbies and stuff before the game starts is in game variants and attributes.
Yeah, I did that, but the 2 AI player that are the bases still show up in the lobby. Is it possible to not show them at all?
@Chewiest: Go
Not that I know of. Pretty sure they have to show up in the lobby if you want a functioning AI. If you were to do your own AI via triggers though, then you wouldn't need them in the lobby.
Ok, thanks,
I guess I'll just have to have them show up in the lobby!
Just updating this since I now found a solution.
I was inspired by what I could see in the income wars map, but did a bit differently. In player properties, change the controller of the "base" players from Computer to Hostile, and use triggers to set the correct alliances during game initialization. (If you put them to neutral, they won't attack the enemy on sight, even if you set them as enemies). This way, the "base" players don't even appear in the lobby.
This solves an actual bug.
If you mess around with player positions in the lobby, you can change a player's team even if it is locked in the map's game variants. The "base" teams could then become your enemy. Some players played my map and had this problem and had their "base" attack them. I think that is not an expected behavior of the lobby, and thus I classify it as a bug from blizzard. The "Hostile" trick is a workaround.
@Chewiest: Go
Can you still use stuff like campaign and melee AI when doing that?
Hmm, I don't know. I encountered a problem with this approach, where units from the bases always return to their spawn location. I don't now if this is inherited from the sc2 libraries or from the war3 mod I'm using. The "hostile" player solution works for me because I only need towers for the base players, and no unit really.
Yeah, I also tried to use neutral or hostile but the AI wouldn't behave normal then :(