I would like player 1 to have a typical melee startup (command center+scv), and for other players that join to be allies that only start with a marine and though able to control the units player 1 creates do not have a typical melee startup (command center+scv) of their own.
I created a melee map, set several startup points (001 for player 1), set players 1-4 control to user, gave players 2-4 a marine, added triggers to make them allies, I set player 1 's startup point to 001, but for players 2-4 the startup choices in the menu are either "random" of a specific startup point, there is no "none" to indicate the player should not start with a command center.
What different or additional steps are needed to set this up?
You cannot use the standard melee initialization trigger. Instead you need to manually create a CC and workers for player 1 - that way the other three won't get anything.
Because you use a melee setup. Players that don't have a command center etc don't get the usual melee setup. But you could crreate a marine or whatever at any point on the map using points and also pan their camera to that point so they start there...
I only remember seeing initialization triggers for all players(dont have the map right now), If I remove the melee initialization trigger and place a command center with scvs how will the comuter opponents be set up? I could place a hatchery and a few drones but would they behave like a melee map and more or less expand their base build units and attack? The current setup the AI is lame but at least it automatically builds some units on its own and sends them to attack without requiring triggers etc to do so, which is something I would like to keep if possible.
I believe the melee initialization trigger contains multiple actions. One of them is related to setting up the opponent's melee AI, another creates the initial town halls and workers. I assume the best idea for you would be to keep the AI action, but remove the town hall action and create those manually. :)
Instead of the "Melee - ... all players" action, you can use "Melee - ... player x" only on the players that need command center etc. The computer AI is independent from that starting stuff.
Removing the player unit startup action resulted in the computer player units being completely immobile even if the AI action was there.
So I reinserted the starting unit action back into the list, but only ceated starting points the computer players were specifically set to and to have no starting point for human players (but they have units). This appears to work.
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I would like player 1 to have a typical melee startup (command center+scv), and for other players that join to be allies that only start with a marine and though able to control the units player 1 creates do not have a typical melee startup (command center+scv) of their own.
I created a melee map, set several startup points (001 for player 1), set players 1-4 control to user, gave players 2-4 a marine, added triggers to make them allies, I set player 1 's startup point to 001, but for players 2-4 the startup choices in the menu are either "random" of a specific startup point, there is no "none" to indicate the player should not start with a command center.
What different or additional steps are needed to set this up?
thanks
You cannot use the standard melee initialization trigger. Instead you need to manually create a CC and workers for player 1 - that way the other three won't get anything.
Because you use a melee setup. Players that don't have a command center etc don't get the usual melee setup. But you could crreate a marine or whatever at any point on the map using points and also pan their camera to that point so they start there...
thanks for the replies,
"You cannot use the melee initialization trigger"
I only remember seeing initialization triggers for all players(dont have the map right now), If I remove the melee initialization trigger and place a command center with scvs how will the comuter opponents be set up? I could place a hatchery and a few drones but would they behave like a melee map and more or less expand their base build units and attack? The current setup the AI is lame but at least it automatically builds some units on its own and sends them to attack without requiring triggers etc to do so, which is something I would like to keep if possible.
@IceWendigo: Go
I believe the melee initialization trigger contains multiple actions. One of them is related to setting up the opponent's melee AI, another creates the initial town halls and workers. I assume the best idea for you would be to keep the AI action, but remove the town hall action and create those manually. :)
great I will give this a shot thanks!
Instead of the "Melee - ... all players" action, you can use "Melee - ... player x" only on the players that need command center etc. The computer AI is independent from that starting stuff.
Removing the player unit startup action resulted in the computer player units being completely immobile even if the AI action was there.
So I reinserted the starting unit action back into the list, but only ceated starting points the computer players were specifically set to and to have no starting point for human players (but they have units). This appears to work.