I know that this topic is discussed a lot, but I can`t find a solution that works with my map.
Right now I`m really pissed of and frustrated, so i would be really pleased if you could help me...
So, here is what I want:
The idea of my map:
Team 1: Player 1 and Player 2
Team 2: Player 3 and Player 4
One Player (Player 1 and 3) only can create Units and is about to fight. The other Player (2 and 4) in the team is responsible for gaining ressources.
The problem is - again and again - that the player ingame do not correspond to the player/team set in the lobby, expecially when they are drag n dropped there...
So, I really tried a lot (Triggers, Map varieties,...) but nothing really worked. Can someone please give me a hint how to fix that?
Lobby teams or ingame teams are ultimately a matter of taste; both of them can be made working correctly.
However, for both of them, you need your own player variables. Dont use the default numbers for players, but use custom integer variables (I suggest an array) and save the player numbers of the respective players.
For in-game team choosing, you save the player number to the team and position, he chooses, obviously.
For lobby team choosing, there is a function to get the lobby team players, exactly like they were set up in the lobby. Use this function to determine the correct slot and save the players accordingly.
After setting up your custom variables either way, make sure to always use those variables instead of just the players.
thank you very much for your tutorial.
But, if I see this right, you only set the teams ingame as they are in the lobby?
What I need is:
The Lobby place should refer to the ingame player number.
Like:
Player 1 in Team 1 in Lobby = Player 1
Player 2 in Team 1 in Lobby = Player 2
Player 1 in Team 2 in Lobby = Player 3
Player 2 in Team 2 in Lobby = Player 4
The problem is, that this must be in exact this way, cause all the buildings and the whole script is set up like this. Unfortunately I didn't know that this whole lobby <> ingame shit exists befor I started to make my map...
But what you said "Each player gets his player number in the order they join the lobby." makes me think that this is impossible... :(
I know this problem and to be honest: I had it the same way as you in my map first. It worked very well in the world editor from WarCraft III and I didn´t know better. Everything was set and the triggers were made for each player. And I had to redo every single trigger to make it work. I think there is no other way as you can´t change the player number by triggers. Sorry. Try to control the players by variables and change the owner of the units. There is no other way, unfortunately. The galaxy editor gives you more freedom, but this also means a lot more work :(
Hey guys,
I know that this topic is discussed a lot, but I can`t find a solution that works with my map. Right now I`m really pissed of and frustrated, so i would be really pleased if you could help me... So, here is what I want:
The idea of my map: Team 1: Player 1 and Player 2
Team 2: Player 3 and Player 4
One Player (Player 1 and 3) only can create Units and is about to fight. The other Player (2 and 4) in the team is responsible for gaining ressources.
The problem is - again and again - that the player ingame do not correspond to the player/team set in the lobby, expecially when they are drag n dropped there...
So, I really tried a lot (Triggers, Map varieties,...) but nothing really worked. Can someone please give me a hint how to fix that?
Lobby teams or ingame teams are ultimately a matter of taste; both of them can be made working correctly.
However, for both of them, you need your own player variables. Dont use the default numbers for players, but use custom integer variables (I suggest an array) and save the player numbers of the respective players.
For in-game team choosing, you save the player number to the team and position, he chooses, obviously.
For lobby team choosing, there is a function to get the lobby team players, exactly like they were set up in the lobby. Use this function to determine the correct slot and save the players accordingly.
After setting up your custom variables either way, make sure to always use those variables instead of just the players.
@Kueken531: Go
Hey Kueken,
thanks für your response. This is what I already found, but unfortunately this doesn't solve all of my problems...
The Problem is, that not only the Teams must be set, but also the starting positions. -> see pic: http://imageshack.us/photo/my-images/10/blubvk.jpg/
So that the Player get this Buildings: Player 1&3: different buildings for unit producing. Player 2&4: One Orbital Command + some SCVs
Hope you can understand what I want: So Lobby Player 1 should be ingame Player 1 (get the buildings of Player number 1 set in the editor) and so on...
thanks
@St1ps: Go
I wrote a tutorial on how to setup teams like they are ordered in the lobby, maybe it can help a bit:
http://forums.sc2mapster.com/resources/tutorials/22435-setting-up-lobby-player-ingame-player-trigger/
@Oneiros33: Go
Hey Oneiros,
thank you very much for your tutorial.
But, if I see this right, you only set the teams ingame as they are in the lobby?
What I need is:
The Lobby place should refer to the ingame player number.
Like:
Player 1 in Team 1 in Lobby = Player 1
Player 2 in Team 1 in Lobby = Player 2
Player 1 in Team 2 in Lobby = Player 3
Player 2 in Team 2 in Lobby = Player 4
Hope you see this in this pic:
http://imageshack.us/photo/my-images/714/dooferscheiss.jpg/
The problem is, that this must be in exact this way, cause all the buildings and the whole script is set up like this. Unfortunately I didn't know that this whole lobby <> ingame shit exists befor I started to make my map...
But what you said "Each player gets his player number in the order they join the lobby." makes me think that this is impossible... :(
Hey St1ps,
I know this problem and to be honest: I had it the same way as you in my map first. It worked very well in the world editor from WarCraft III and I didn´t know better. Everything was set and the triggers were made for each player. And I had to redo every single trigger to make it work. I think there is no other way as you can´t change the player number by triggers. Sorry. Try to control the players by variables and change the owner of the units. There is no other way, unfortunately. The galaxy editor gives you more freedom, but this also means a lot more work :(
@Oneiros33: Go
oh man, this is hard. I think I wait until they patched it^^