So I have run through one-two's tutorial of zerg invasion and have it working fine when I test it from the editor itself. I would like to polish off this tutorial before I begin designing my own version. As soon as I publish it and test it online I get a whole mess of problems. I read http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/ and while it helped solve a few issues, I'm still left with a few significant problems.
1.My biggest problem is I do not know how to set up the map to have up to 4 player slots and not allow the host to change the game type which completely buggers all my triggers. I have my game variant set to default but there are still two options in game type and all it takes is the host to change that and then the game doesnt work. I seem to have to go to Map>Player Properties in order to allow more than one player yet as soon as I do this my map becomes custom with the option to change the type in lobby. Why would Blizzard have map options which essentially make your map not work as soon as it is online?
2. The game is set for 4 players with a computer ally (just for the base you protect) and a computer enemy (the zerg invasion). I would like the lobby to represent 4 players on one team. Not sure how to set this up.
3. Most of my triggers are based off of player #'s which could potentially change based on how many people are in the game. I followed one-two's trigger creation based on allies of player 1 but the integer value here gets very twisted very fast. If player 1 is the only player is he an ally of himself or is the allies value set to 0? Is the computer controlled player I set up for my main base considered an ally when in multiplayer or is it not really there since it doesnt have a start location.
Hopefully someone has some insight here. I got very frustrated when I went from having a functional map to something completely useless as soon as it was on B-Net.
1) I think there is an option in game variant that lock alliance setting. You can also repeat the alliance setting with triggers.
2) Not very sure exact procedure but definitely can be set using game variant.
3) You can simply set all players as allies of the computer player, then change all the triggers to response to ally of that computer player. Since computer player won't leave the game prematurely, all your triggers will work fine no matter how many players leave early! Alternatively, you can set a Player Group variable and put all the players into that group at map initialization, then refer to that Player Group every time.
Actually, the second method is the proper way to do it in term of programming.
If in player properties there is only 4 player slots, the lobby must show only 4. A computer slot can bug it probably, try to change it to hostile.
If the player changes the mode... there are some tutorials about forcing allies, there isn't other solution.
You can also try to make it playable with random numbers on the players. You can save their real number in an array like Active_Player_Number[4], and instead of calling the player 1, you call the player Active_Player_Number[1]. You can easily populate that array with a Select Each Player in Player Group (Active Players) and a counter variable.
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So I have run through one-two's tutorial of zerg invasion and have it working fine when I test it from the editor itself. I would like to polish off this tutorial before I begin designing my own version. As soon as I publish it and test it online I get a whole mess of problems. I read http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/ and while it helped solve a few issues, I'm still left with a few significant problems.
1.My biggest problem is I do not know how to set up the map to have up to 4 player slots and not allow the host to change the game type which completely buggers all my triggers. I have my game variant set to default but there are still two options in game type and all it takes is the host to change that and then the game doesnt work. I seem to have to go to Map>Player Properties in order to allow more than one player yet as soon as I do this my map becomes custom with the option to change the type in lobby. Why would Blizzard have map options which essentially make your map not work as soon as it is online?
2. The game is set for 4 players with a computer ally (just for the base you protect) and a computer enemy (the zerg invasion). I would like the lobby to represent 4 players on one team. Not sure how to set this up.
3. Most of my triggers are based off of player #'s which could potentially change based on how many people are in the game. I followed one-two's trigger creation based on allies of player 1 but the integer value here gets very twisted very fast. If player 1 is the only player is he an ally of himself or is the allies value set to 0? Is the computer controlled player I set up for my main base considered an ally when in multiplayer or is it not really there since it doesnt have a start location.
Hopefully someone has some insight here. I got very frustrated when I went from having a functional map to something completely useless as soon as it was on B-Net.
1) I think there is an option in game variant that lock alliance setting. You can also repeat the alliance setting with triggers.
2) Not very sure exact procedure but definitely can be set using game variant.
3) You can simply set all players as allies of the computer player, then change all the triggers to response to ally of that computer player. Since computer player won't leave the game prematurely, all your triggers will work fine no matter how many players leave early! Alternatively, you can set a Player Group variable and put all the players into that group at map initialization, then refer to that Player Group every time. Actually, the second method is the proper way to do it in term of programming.
@BayushiNezumi: Go
If in player properties there is only 4 player slots, the lobby must show only 4. A computer slot can bug it probably, try to change it to hostile.
If the player changes the mode... there are some tutorials about forcing allies, there isn't other solution.
You can also try to make it playable with random numbers on the players. You can save their real number in an array like Active_Player_Number[4], and instead of calling the player 1, you call the player Active_Player_Number[1]. You can easily populate that array with a Select Each Player in Player Group (Active Players) and a counter variable.