Edit: Solved ... I think. I had to remove the two computer players in the Map -> Player Properties so that only the user players were defined in there. Kinda sucks since I used the names of the computer players in the triggers, but no big deal so long as the map works now. Will update if it doesn't.
So I have a DotA-style map that I have publicly released and have been running into a very random issue where my two opposing computers fail to treat each other as enemies. Sometimes one will work and the other one doesn't. It seems to have to do with a player dropping out of the game after the countdown finishes. It definitely does it when I add AI players to the map, but I'm guessing that's another issue altogether. The AI issue doesn't concern me as much as the players dropping or something else that is going on. The map works fine 1v1, but I ran into an issue today when the map started as 2v1, one player dropped just as the game started and suddenly the one of the computers treated the other one as non-existent.
Here is my setup:
All my cannons/buildings/etc. that are pre-made when the map launches belongs to Player 13 and 14 - and all of my triggers are setup that way too for the unit spawns.
I have two global variables, Team 1 (Players on team 1) - Player Group and Team 2 (Players on team 2) - Player Group. I also have an array for PlayerInLobbySlot, Integer, 6. I initialize the map by assigning the PlayerInLobbySlot[1] as Player 1 from Players on team 1, 2 as player 2 on team 1 and 3 as player 3 on team 1. 4-6 are players 1, 2, and 3 on team 2. That seems fine since the units spawn properly for everyone, they start where they're supposed to start, etc. In my set alliances trigger, I add player 13 to team 1 and player 14 to team 1 and tell all players on team 1 to treat each other as allies, players on team 2 to treat each other as allies and player 13 and 14 to treat each other as enemies. I then run several if/elses to check if a playerinlobbyslot is playing, and if they are I assign the allies/enemies properly.
But for whatever reason, if someone drops from the game or something else occurs (I don't know since I'm having a hard time replicating it) player 13 and player 14 sometimes don't treat one another as enemies. Has anyone else run into this situation before? Am I setting something else up wrong?
For my player properties, I have 1-6 as any color, terran race, user control. For 13 and 14 I have control set as Neutral (Computer). In my game variants, I have max team size set to 3, and player attributes only list players 1 through 6 with team none and controller default open.
If anyone can help I would be thrilled, it's clearly affecting the map as some people try to play it and it doesn't play the way it should. I've combed through all my triggers and setups trying to see if I missed something, but now I'm thinking it's something I setup in my player properties and game variants that's messing something else up.
Force all alliance properties in games with triggers for all players.......
I do that, and it all works fine so long as the players get into the game fine and stay in the game. For example, if I start a 3v3 game, and everyone stays in and plays, the two computer players treat each other as enemies just fine. But if I start a 3v3 game and one person randomly drops, suddenly it seems like my player 13 treat player 14 as enemy trigger fails to run and I don't know why. It's in a separate trigger under map initialization than my set alliances trigger.
I do that, and it all works fine so long as the players get into the game fine and stay in the game. For example, if I start a 3v3 game, and everyone stays in and plays, the two computer players treat each other as enemies just fine. But if I start a 3v3 game and one person randomly drops, suddenly it seems like my player 13 treat player 14 as enemy trigger fails to run and I don't know why. It's in a separate trigger under map initialization than my set alliances trigger.
so when is this issue happening? early in the game or halfway? Judging from your description it seems like if someone drops in the loading screen or before the 'set alliance' trigger player 13 fails to recognize player 14 as an enemy correct? as if the trigger failed.
well i think it might be in the trigger then, im not one who messes with game variants =S but im pretty sure it isn't the variants.
Would help if u could post the trigger here? might as well take a look at it.
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Edit: Solved ... I think. I had to remove the two computer players in the Map -> Player Properties so that only the user players were defined in there. Kinda sucks since I used the names of the computer players in the triggers, but no big deal so long as the map works now. Will update if it doesn't.
So I have a DotA-style map that I have publicly released and have been running into a very random issue where my two opposing computers fail to treat each other as enemies. Sometimes one will work and the other one doesn't. It seems to have to do with a player dropping out of the game after the countdown finishes. It definitely does it when I add AI players to the map, but I'm guessing that's another issue altogether. The AI issue doesn't concern me as much as the players dropping or something else that is going on. The map works fine 1v1, but I ran into an issue today when the map started as 2v1, one player dropped just as the game started and suddenly the one of the computers treated the other one as non-existent.
Here is my setup:
All my cannons/buildings/etc. that are pre-made when the map launches belongs to Player 13 and 14 - and all of my triggers are setup that way too for the unit spawns.
I have two global variables, Team 1 (Players on team 1) - Player Group and Team 2 (Players on team 2) - Player Group. I also have an array for PlayerInLobbySlot, Integer, 6. I initialize the map by assigning the PlayerInLobbySlot[1] as Player 1 from Players on team 1, 2 as player 2 on team 1 and 3 as player 3 on team 1. 4-6 are players 1, 2, and 3 on team 2. That seems fine since the units spawn properly for everyone, they start where they're supposed to start, etc. In my set alliances trigger, I add player 13 to team 1 and player 14 to team 1 and tell all players on team 1 to treat each other as allies, players on team 2 to treat each other as allies and player 13 and 14 to treat each other as enemies. I then run several if/elses to check if a playerinlobbyslot is playing, and if they are I assign the allies/enemies properly.
But for whatever reason, if someone drops from the game or something else occurs (I don't know since I'm having a hard time replicating it) player 13 and player 14 sometimes don't treat one another as enemies. Has anyone else run into this situation before? Am I setting something else up wrong?
For my player properties, I have 1-6 as any color, terran race, user control. For 13 and 14 I have control set as Neutral (Computer). In my game variants, I have max team size set to 3, and player attributes only list players 1 through 6 with team none and controller default open.
If anyone can help I would be thrilled, it's clearly affecting the map as some people try to play it and it doesn't play the way it should. I've combed through all my triggers and setups trying to see if I missed something, but now I'm thinking it's something I setup in my player properties and game variants that's messing something else up.
@GrimmySnarf: Go
Force all alliance properties in games with triggers for all players.......
I do that, and it all works fine so long as the players get into the game fine and stay in the game. For example, if I start a 3v3 game, and everyone stays in and plays, the two computer players treat each other as enemies just fine. But if I start a 3v3 game and one person randomly drops, suddenly it seems like my player 13 treat player 14 as enemy trigger fails to run and I don't know why. It's in a separate trigger under map initialization than my set alliances trigger.
@GrimmySnarf: Go
why would you change the computers alliance properties after a player leaves?
are you trying to auto balance the teams or something?
be more descriptive it sounds like you have more going on then just the effect your seeing when a player leaves
so when is this issue happening? early in the game or halfway? Judging from your description it seems like if someone drops in the loading screen or before the 'set alliance' trigger player 13 fails to recognize player 14 as an enemy correct? as if the trigger failed.
well i think it might be in the trigger then, im not one who messes with game variants =S but im pretty sure it isn't the variants.
Would help if u could post the trigger here? might as well take a look at it.