Okay after looking at it some more, I believe the problem is in how i'm grabbing the players from their lobby slots right away in setPlayerVariables. I made some changes and it seems to work now - i'll know for sure tonight when i can test it on bnet/not locally.
In post six of this thread, I state that I'm not actually using "Starting Points" for my map, just referencing Regions as almost a "starting region". Also, by looking at last trigger pic that I attached, you would see that there are no actual points involved as it wouldn't let me reference a point with "center of region((".
I'm using the regions because it lends itself useful to other aspects of my map. I will look again at using actual points - to see if what you're saying will be useful. Sorry if I wasn't clear.
Also, thanks for pointing out the AND issue - I'll check that as well.
Okay I guess it's still a little difficult to understand what you're saying, for me. Here's my second attempt at getting it to do what I want, and it looks like it worked - at least on a local test it does.
Okay so the "starting points" for the players aren't really Starcraft starting points - just so I can handle and change their values easier... but here's what I have so far. It does NOT work... Right now, it's not spawning a marine on regions that are "starting points" but have no human player in them - for player 0.
There needs to be some way to squeeze a loop to check all of the players status' in there somewhere too so I don't have to hard-code in the same action for each player case. All the values can come from variables so I don't see why not. It's just getting so complicated that I can't seem to picture the whole thing at once. :(
I just set an array with 12 regions and then assign another array 1-12 so I can match territory number with a specific region on the map.
globalRegionID[localRegionCounter] and then to loop through and do something in each region I just do a for each globalRegionID... create 1 unit at center of globalRegionID[localRegionCounter]... I dont have it right in front of me, i'll make sure that's the jist of it when I get back, but I can loop through the regions just fine... it's just figuring out how to check if the region it's on is a starting area and if so, is that player associated with it actually in the game right now? that's the problem.
I have 12 Regions in a "room wars" type map that I want to populate with 1 turret each. There are only 5 players max, so there can and will be neutral (player 0) turrets at the start of the game. I was thinking the most efficient way to do this was to loop through each region, placing a turret for player 0, and then if that region is a starting point - and the player who uses that starting point is an User - then to give control of that turret to them.
Trying to work this out has proven really difficult for me. Perhaps I'm missing an easier approach? Any ideas or suggestions would be great!
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@deathtorn: Go
Okay after looking at it some more, I believe the problem is in how i'm grabbing the players from their lobby slots right away in setPlayerVariables. I made some changes and it seems to work now - i'll know for sure tonight when i can test it on bnet/not locally.
@deathtorn: Go
Any luck?
@Usernameisntworkingright: Go
In post six of this thread, I state that I'm not actually using "Starting Points" for my map, just referencing Regions as almost a "starting region". Also, by looking at last trigger pic that I attached, you would see that there are no actual points involved as it wouldn't let me reference a point with "center of region((".
I'm using the regions because it lends itself useful to other aspects of my map. I will look again at using actual points - to see if what you're saying will be useful. Sorry if I wasn't clear.
Also, thanks for pointing out the AND issue - I'll check that as well.
@deathtorn: Go
Yes, I'll be testing these changes tonight at some point, and if it doesn't work, I'll shoot you a copy.
@Usernameisntworkingright: Go
Okay I guess it's still a little difficult to understand what you're saying, for me. Here's my second attempt at getting it to do what I want, and it looks like it worked - at least on a local test it does.
@Usernameisntworkingright: Go
Sorry, I don't follow.
This is what I kind of had in mind:
Loop through localRegions
Loop through localPlayers
if localPlayer = user then if globalStartingPoint = localRegions then create turret for localPlayer create startingUnits for localPlayer break
else else create turret for Player 0 create startingUnits for Player 0
But the problem with that is it's going to produce units for Player 0 for every player that isn't in the game.
@Usernameisntworkingright: Go
Okay so the "starting points" for the players aren't really Starcraft starting points - just so I can handle and change their values easier... but here's what I have so far. It does NOT work... Right now, it's not spawning a marine on regions that are "starting points" but have no human player in them - for player 0.
There needs to be some way to squeeze a loop to check all of the players status' in there somewhere too so I don't have to hard-code in the same action for each player case. All the values can come from variables so I don't see why not. It's just getting so complicated that I can't seem to picture the whole thing at once. :(
@Usernameisntworkingright: Go
I just set an array with 12 regions and then assign another array 1-12 so I can match territory number with a specific region on the map.
globalRegionID[localRegionCounter] and then to loop through and do something in each region I just do a for each globalRegionID... create 1 unit at center of globalRegionID[localRegionCounter]... I dont have it right in front of me, i'll make sure that's the jist of it when I get back, but I can loop through the regions just fine... it's just figuring out how to check if the region it's on is a starting area and if so, is that player associated with it actually in the game right now? that's the problem.
I have 12 Regions in a "room wars" type map that I want to populate with 1 turret each. There are only 5 players max, so there can and will be neutral (player 0) turrets at the start of the game. I was thinking the most efficient way to do this was to loop through each region, placing a turret for player 0, and then if that region is a starting point - and the player who uses that starting point is an User - then to give control of that turret to them.
Trying to work this out has proven really difficult for me. Perhaps I'm missing an easier approach? Any ideas or suggestions would be great!