I know ive seen topics on this, but I havnt read any of the new ones sense retail was released, and now I cant seem to find them.
The problem I have is this, players 1-7 is "Red Team" and plays 8-14 are "Blue Team" Here comes the problems, I have a friend who is helping me test, but the problem is, when he joins hes player "2" thus, on the same team as me, even if I move him down... no matter where I place him, hes player 2, is there any way to switch this, or is this just another lovley blizz "improved bnet 2.0 upgrade =/
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im dieing to know myself, for testing reasons, Ive disabled all players other than the 2 I wish to test, but this wont work when the game goes live.
first 7 players would be team one, which means they would HAVE to wait for a full game, if I try to make it every other player, then friends who join as a party cant play together...so until a fix or trick is found... Im actually going back and doing a full remake of the Flag system and making custom teams once in game... pain in the butt for something that should be so easy....
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As a workaround, you could alternate the teams of each player. So Team 1 would be players 1,3,5,7,9,11,13 (all odd #s), Team 2 would be players 2,4,6,8,10,12,14 (all even #s). Hopefully all you have to do is change the teams in the Player Properties and the Game Variants.
as i said in my post above, I thought about this, but its a BIG no go, what happens when people join as a party to play with their friends? they will be split up.
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Set the map to 1v1 for testing purposes. then set it back to max players for the real release.
the problem is with the current setup of the game I don't think you can have less then max players and still have it work unless you alternate players like mentioned above. which causes the problem you mentioned.
you could also release a 1v1 map a 2v2 map and so on.
The main tab to look into is the varients for team setups. Put player 1 on team 1 (1), and put player two on team 2 (1). Then just keep the alternations going between the two teams. Also lock the game mode to be 2 Vs. 2.
I handled ALL the alliance set up IN GAME. That way there is no possible way battle net could mess up the map. Once you are in game, have the players choose thier teams via dialog boxes, and once everybody is done, THEN start the game up with the new teams. Its the only way I know of for now..I have not read this tutorial all the way yet, but it might be of some help:
How can we test other players with the Test Map feature? Right now it just defaults you to Player 1. But I have reasons for wanting to test Player 2 as well. Is there any way to do this?
The only way to do this is to go to player properties for your map, set all player types to none, then select the player you wish to test to USER, you will play just that user/
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I was stumped over this for the longest time. The best solution that I was able to come up with was to create the teams as stated in the Complete Reference Guide for Lobby Game Modes (Thanks ubdead! Your tutorial was a lot of help.) and then create a trigger that sets player 1 to PlayerGroup A. Afterwards, you can run conditions that check whether or not player 2/3/4/5... are mutually allied or mutually enemies towards one another. For instance, if you have Player 1 and Player 2 both on the top and Player 3 on the bottom team, it would recognize that players 1 and 2 were allies and assign them to PlayerGroup A. Player 3 would then be placed on PlayerGroup B after seeing that they are enemies.
This does cause a problem although for all pratical uses it is minimum: PlayerGroup A can be either the top team or bottom team in the Lobby as Player 1 is always assigned to PlayerGroup A regardless of what team he/she is in the lobby.
I hope that this helps everyone in the community that has been having issues with this and perhaps it will allow us to come up with a more efficient way of handling this problem as well.
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I know ive seen topics on this, but I havnt read any of the new ones sense retail was released, and now I cant seem to find them.
The problem I have is this, players 1-7 is "Red Team" and plays 8-14 are "Blue Team" Here comes the problems, I have a friend who is helping me test, but the problem is, when he joins hes player "2" thus, on the same team as me, even if I move him down... no matter where I place him, hes player 2, is there any way to switch this, or is this just another lovley blizz "improved bnet 2.0 upgrade =/
@Molsterr: Go
I'd love to know that, too.
so.... babadaba BUMP
im dieing to know myself, for testing reasons, Ive disabled all players other than the 2 I wish to test, but this wont work when the game goes live.
first 7 players would be team one, which means they would HAVE to wait for a full game, if I try to make it every other player, then friends who join as a party cant play together...so until a fix or trick is found... Im actually going back and doing a full remake of the Flag system and making custom teams once in game... pain in the butt for something that should be so easy....
As a workaround, you could alternate the teams of each player. So Team 1 would be players 1,3,5,7,9,11,13 (all odd #s), Team 2 would be players 2,4,6,8,10,12,14 (all even #s). Hopefully all you have to do is change the teams in the Player Properties and the Game Variants.
@tordecybombo: Go
as i said in my post above, I thought about this, but its a BIG no go, what happens when people join as a party to play with their friends? they will be split up.
@Molsterr: Go
I was just thinking about this.
The only solution I can think of is this:
Set the map to 1v1 for testing purposes. then set it back to max players for the real release.
the problem is with the current setup of the game I don't think you can have less then max players and still have it work unless you alternate players like mentioned above. which causes the problem you mentioned.
you could also release a 1v1 map a 2v2 map and so on.
@Ginsupup: Go
then comes the issue of 1) 5 map spaces and 2) if everyone is split between 5 differnt game maps, none of them will ever hit the top
Looks like custom ingame teams is the only way....
Never had a problem with this, I followed this tutorial word for word and it pretty much works fine:
http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/?page=2#p25
The main tab to look into is the varients for team setups. Put player 1 on team 1 (1), and put player two on team 2 (1). Then just keep the alternations going between the two teams. Also lock the game mode to be 2 Vs. 2.
@crazyfingers619: Go
I dont think you read the other posts, this will not work:
what happens when people join as a party to play with their friends? they will be split up.
@Molsterr: Go
Woops, no I did not. Have you tried "unlocking" the team status. I seem to remember this working for me in the past.
Here is what I did:
I handled ALL the alliance set up IN GAME. That way there is no possible way battle net could mess up the map. Once you are in game, have the players choose thier teams via dialog boxes, and once everybody is done, THEN start the game up with the new teams. Its the only way I know of for now..I have not read this tutorial all the way yet, but it might be of some help:
http://forums.sc2mapster.com/development/tutorials/5486-lobby-game-modes-the-complete-guide-reference/
How can we test other players with the Test Map feature? Right now it just defaults you to Player 1. But I have reasons for wanting to test Player 2 as well. Is there any way to do this?
@Chamenas: Go
The only way to do this is to go to player properties for your map, set all player types to none, then select the player you wish to test to USER, you will play just that user/
Long time reader, first time posting.
I was stumped over this for the longest time. The best solution that I was able to come up with was to create the teams as stated in the Complete Reference Guide for Lobby Game Modes (Thanks ubdead! Your tutorial was a lot of help.) and then create a trigger that sets player 1 to PlayerGroup A. Afterwards, you can run conditions that check whether or not player 2/3/4/5... are mutually allied or mutually enemies towards one another. For instance, if you have Player 1 and Player 2 both on the top and Player 3 on the bottom team, it would recognize that players 1 and 2 were allies and assign them to PlayerGroup A. Player 3 would then be placed on PlayerGroup B after seeing that they are enemies.
This does cause a problem although for all pratical uses it is minimum: PlayerGroup A can be either the top team or bottom team in the Lobby as Player 1 is always assigned to PlayerGroup A regardless of what team he/she is in the lobby.
I hope that this helps everyone in the community that has been having issues with this and perhaps it will allow us to come up with a more efficient way of handling this problem as well.