Nvm. I just figured I can create a integer variable (switch) for each player, setting it when the AI/player would trigger the ability. Then making the dummy ability also trigger depending on the switch position.
What I'm trying to do is to make an AI script which tells a computer controlled unit to exit from a neutral bunker by triggering a Dummy ability that I have applied to the neutral bunker. The part that makes it hard is that a computer player can also be a human player if the host allows.
The Problem is that when I trigger the ability to be used for the computer player, it doesn't allow me to choose who to actually make the triggering player. So when my dummy ability calls for the 'triggering player' comparison in the conditions, it doesn't actually know who to pick and I assume classes the neutral player (real owner) as the triggering player instead of the player sharing the control.
Any idea how to get around something like this? Or must I rewrite an entire extra set of custom abilities and triggers for each potential AI player?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Nvm. I just figured I can create a integer variable (switch) for each player, setting it when the AI/player would trigger the ability. Then making the dummy ability also trigger depending on the switch position.
What I'm trying to do is to make an AI script which tells a computer controlled unit to exit from a neutral bunker by triggering a Dummy ability that I have applied to the neutral bunker. The part that makes it hard is that a computer player can also be a human player if the host allows.
The Problem is that when I trigger the ability to be used for the computer player, it doesn't allow me to choose who to actually make the triggering player. So when my dummy ability calls for the 'triggering player' comparison in the conditions, it doesn't actually know who to pick and I assume classes the neutral player (real owner) as the triggering player instead of the player sharing the control.
Any idea how to get around something like this? Or must I rewrite an entire extra set of custom abilities and triggers for each potential AI player?