I've been trying to find a better resource sharing system for when a player leaves during the middle of a game in my map. There is a trigger action: Turn player X resource sharing on towards player Y. That's what I'm using right now and it works, however its really not ideal. Using that action it allows players to spend the resources of the player who left not only at the left players structures, but also at their own structures. This causes huge imbalances in the game. What I would like to be able to do is to have it so that if a player leaves the game, the remaining players on their team can spend their income for them at the structures of the player who left, but not use it at their own structures.
For example, if players 1, 2 and 3 are on a team, and player 2 leaves the game, I want players 1 and 3 to be able to spend player 2s money using player 2s buildings and ONLY player 2s buildings.
The Interact type ability as used for the Xel'NagaTower in melee. It gives control of the unit to the interacting player (able to be defined by the Ability: Target Filters field) and can be restricted to certain players via the Ability: Validators field if using a Player Alliance validator.
The main issue is that structures using that ability type only uses the owning player's resources to do anything and any trained units belong to the player who owns the structure.
I made a demo map to make a workaround for people wanting neutral shops/merc camps (under my signature).
Interesting. I'm OK with the trained units belonging to the owning player, thats actually what I would prefer. However the resources is a problem since it won't let you spend another players resources even if you can control the structure.
Interesting problem, what the system sees is that minerals is minerals and not per player. so if player 1 gets minerals from player 2 who left, its still minerals - what you might have to do is make a custom value for the 'other' players minerals with triggers. EG: Player 2 leaves with 1000 minerals. those 1000 minerals goes into a variable. then when player 1 wants to say make marines with player 2's barracks a check is run to see if there enough minerals on that variable. IF-THEN would work. If Variable >= 50 minerals then que the marine. set varaible -50 and rinse and repeat.
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I've been trying to find a better resource sharing system for when a player leaves during the middle of a game in my map. There is a trigger action: Turn player X resource sharing on towards player Y. That's what I'm using right now and it works, however its really not ideal. Using that action it allows players to spend the resources of the player who left not only at the left players structures, but also at their own structures. This causes huge imbalances in the game. What I would like to be able to do is to have it so that if a player leaves the game, the remaining players on their team can spend their income for them at the structures of the player who left, but not use it at their own structures.
For example, if players 1, 2 and 3 are on a team, and player 2 leaves the game, I want players 1 and 3 to be able to spend player 2s money using player 2s buildings and ONLY player 2s buildings.
Does anybody know of a good method to do this?
Give all the structures an Interact ability?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
What does that mean?
The Interact type ability as used for the Xel'Naga Tower in melee. It gives control of the unit to the interacting player (able to be defined by the Ability: Target Filters field) and can be restricted to certain players via the Ability: Validators field if using a Player Alliance validator.
The main issue is that structures using that ability type only uses the owning player's resources to do anything and any trained units belong to the player who owns the structure.
I made a demo map to make a workaround for people wanting neutral shops/merc camps (under my signature).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Interesting. I'm OK with the trained units belonging to the owning player, thats actually what I would prefer. However the resources is a problem since it won't let you spend another players resources even if you can control the structure.
Interesting problem, what the system sees is that minerals is minerals and not per player. so if player 1 gets minerals from player 2 who left, its still minerals - what you might have to do is make a custom value for the 'other' players minerals with triggers. EG: Player 2 leaves with 1000 minerals. those 1000 minerals goes into a variable. then when player 1 wants to say make marines with player 2's barracks a check is run to see if there enough minerals on that variable. IF-THEN would work. If Variable >= 50 minerals then que the marine. set varaible -50 and rinse and repeat.