I have a map with 12 player slots + 1 slot for ai player
When i set in lobby to have:
player1: myself
player2: ai
player3: empty
(...)
player12: empty
player13:ai
in game player 3 is having controll type changed to "computer", and when i check who is in group of active players im getting result:
myname
player2
player3
Why computer set in variants AND having this slot working correctly in the lobby as the one having 13th slot, is being changed to first empty slot after the occupied slots (in this case: player3), leaving player 13 controlled only by triggers? (Units belonging to player 13 still walks, attacks, and respons to alliance changes)
Is there some way to make it constant or its the new super feature of bnet 0.2?
I have made a triggers that remove units of players that are not controlled by either computer or human player (kind of anto-leaver triggers), and this bug makes them bugged aswell.
edit:
Seeing that player 13 units are working flawlessly with all the triggers even tho the computer controlling them was moved by bnet to player3 slot, gave me idea that i dont need 13th slot being controlled by the computer... I will just make them "Hostile". So I can fix my triggers, but still its so damn wrong that the slots numbers are being swapped just lke that in bnet game creation.
Hey.
I have a map with 12 player slots + 1 slot for ai player
When i set in lobby to have:
player1: myself
player2: ai
player3: empty
(...)
player12: empty
player13:ai
in game player 3 is having controll type changed to "computer", and when i check who is in group of active players im getting result:
myname
player2
player3
Why computer set in variants AND having this slot working correctly in the lobby as the one having 13th slot, is being changed to first empty slot after the occupied slots (in this case: player3), leaving player 13 controlled only by triggers? (Units belonging to player 13 still walks, attacks, and respons to alliance changes)
Is there some way to make it constant or its the new super feature of bnet 0.2?
I have made a triggers that remove units of players that are not controlled by either computer or human player (kind of anto-leaver triggers), and this bug makes them bugged aswell.
edit:
Seeing that player 13 units are working flawlessly with all the triggers even tho the computer controlling them was moved by bnet to player3 slot, gave me idea that i dont need 13th slot being controlled by the computer... I will just make them "Hostile". So I can fix my triggers, but still its so damn wrong that the slots numbers are being swapped just lke that in bnet game creation.