this is a 2v2v2v2 game(ma) so 4 groups each one 2 players.
i tried lots of diffrent stuff none seems to work proper.. i can make the other team member control units of defeated ally but the units wont auto attack only if u press the attack button or keyboard hotkey then click on the unit, otherwise they just standing and geting raped..
alliances are set up by triggers its not melee..
i did trigers to make all enemies then pick player 1,2 and make ally, 3,4 etc
when ally defet im not changing anything in allince terms..
if an ally has quit the game player get control of his units
but if u use "end game for player" then player get defeated (in game terms) end all his units becomes idle..
i added a command to share control of units, and it works u do get control but the units will not auto attack nor if u click right click...
only if u press 'A' or on the attack button..
The only method I have found to allow proper control is to Change Owner. Based on my tests, there is no possible way to duplicate what happens in a standard melee game where, when an ally is defeated, all of his units transfer to your control while maintaining their color and ability to react to enemies correctly. You actually have to transfer those units to your ownership, thus changing their color. If you manually switch the color of those units back to their old color, the units that get produced from a building will be *your* color, not their color. Hope that helps.
@jcraigk: Go
in the Change Unit Owner trigger, what if you had something like:
add picked unit to PreviouslyOwnedByP2(unit group), and then when a unit(structure) creates a unit(unit) check to see if the triggering unit(structure) is in the unit group? if so, change the color?
UnitIsCreatedEventsUnit-AnyUnittrainingprogressisCompletedLocalVariablesUnitCounter=NoUnit<Unit>ConditionsActionsUnitGroup-ForeachunitUnitCounterinAlliedUnits[(Ownerof(Triggeringunit))] do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) == (Picked unit)
Then
Unit - Set (Last created unit) team color to (Player 01) Red
Else
I believe he was saying that if he's red, and his ally is blue, and then the blue player leaves, red wants be able to use the blue buildings to make blue units while he himself is the actual owner of it. So this way, it checks the color of the building that trains a unit and sets the color of the produced unit to match.
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this is a 2v2v2v2 game(ma) so 4 groups each one 2 players. i tried lots of diffrent stuff none seems to work proper.. i can make the other team member control units of defeated ally but the units wont auto attack only if u press the attack button or keyboard hotkey then click on the unit, otherwise they just standing and geting raped..
anyone have an idea what can i do?
You'll need to explain more about how alliances are set up. Do you use the default melee triggers?
When an ally is defeated, do you change any of the alliance states or change the owner of that player's units?
alliances are set up by triggers its not melee.. i did trigers to make all enemies then pick player 1,2 and make ally, 3,4 etc when ally defet im not changing anything in allince terms.. if an ally has quit the game player get control of his units but if u use "end game for player" then player get defeated (in game terms) end all his units becomes idle.. i added a command to share control of units, and it works u do get control but the units will not auto attack nor if u click right click... only if u press 'A' or on the attack button..
@masterkiwa: Go
Have you tried setting all players (except the ally) to enemy for the defeated player once again?
The only method I have found to allow proper control is to Change Owner. Based on my tests, there is no possible way to duplicate what happens in a standard melee game where, when an ally is defeated, all of his units transfer to your control while maintaining their color and ability to react to enemies correctly. You actually have to transfer those units to your ownership, thus changing their color. If you manually switch the color of those units back to their old color, the units that get produced from a building will be *your* color, not their color. Hope that helps.
@jcraigk: Go in the Change Unit Owner trigger, what if you had something like:
add picked unit to PreviouslyOwnedByP2(unit group), and then when a unit(structure) creates a unit(unit) check to see if the triggering unit(structure) is in the unit group? if so, change the color?
@playpong: Go
@Trieva: Go
I believe he was saying that if he's red, and his ally is blue, and then the blue player leaves, red wants be able to use the blue buildings to make blue units while he himself is the actual owner of it. So this way, it checks the color of the building that trains a unit and sets the color of the produced unit to match.