So in my map, i have a big problem to which i find is killing the map slowly or keeping the amount of new players to a low because, What happens is that as you know, certain people will get good at your map if its competitive. Then these certain people will ally up and do what we call pub stomps whole day every day. Now i have no problem with people getting good at the game, and i do like my hardcore player base, but at the same time i find its killing any growth, because these guys never want to play with newbs. So they stomp all day and ofcourse, Even if i had to play against arrange team all the time, i'd quit too .
So the question is, how would one solve this .. I am not a trigger expert, no idea
How does one randomize players? like say i put a vote to randomize players into any team . What would the trigger setup look like?
Is it possible to match teams on some sort of ranking?
i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
How would such a trigger look like that mixes the teams randomly?
When setting a variable integer, you can set one of the options to "random number between "_" and "_"". So what you could do is to go run half the amount of total players times and pick a random player checking that it has not been previously picked. That will be one team. Then put everyone else on the other.
i think i ran into even a bigger problem. I referenced this thread and used the trigger posted here, and it seems to work , as in it sets the players randomly..
But the way how my terrain is laid out , i'd like to get all the randomized players that became a new team of 3 into 1 section of the terrain, and so forth. Because Each player has starting base structure . Currently the randomizer works but keeps them in the same position which means its 2v1 at the start for some people because it didnt move the player to an allied section of the terrain for each team.
Is it possible to switch around that sort of stuff? like all of a sudden moving from one player start location to another player start location number?
wouldnt that mess up things like hero respawn points at start locations?
Guys, how do i something about this.
I have found a way to get random allys, but not found a way to get the random players organized into 1 team section of the terrain. their are 4 teams each with their own corners. The randomization works, but sometimes your allys are at the opposite side of the terrain clashing with other players
Simply add all players into an array and then randomly set them into new teams/player groups. Then base all the team stuff through those groups instead of the the default team system.
If you need more detailed info let me know.
Edit:
Here's an untested base example of what you would need to do.
i got that trigger working, but as i said earlier, i dont have a problem with setting random teams anymore. The problem now is how to get them into their appropriate side of the terrain . What ends up happening is that my allys end up being all over the map. When i want them to be concentrated into 1 section of the terrain with their spawner base and start location used for automatic respawn of fallen heroes (footmen frenzy style 3v3v3v3)
is it possible to switch start locations and stuff? and how to get players to different sides of the terrain?
hey guys, i could do with some help here.
So in my map, i have a big problem to which i find is killing the map slowly or keeping the amount of new players to a low because, What happens is that as you know, certain people will get good at your map if its competitive. Then these certain people will ally up and do what we call pub stomps whole day every day. Now i have no problem with people getting good at the game, and i do like my hardcore player base, but at the same time i find its killing any growth, because these guys never want to play with newbs. So they stomp all day and ofcourse, Even if i had to play against arrange team all the time, i'd quit too .
So the question is, how would one solve this .. I am not a trigger expert, no idea
How does one randomize players? like say i put a vote to randomize players into any team . What would the trigger setup look like?
Is it possible to match teams on some sort of ranking?
my map is 3v3v3v3 for the information.
i would make a dialog button that each player could press. count how many players pressed the button and compare that to number of active players. if hey have a majority, execute a trigger that mixes the teams.
You could record information about players with banks. Then use something like games played or won to help you sort teams.
How would such a trigger look like that mixes the teams randomly?
@Dangel1234: Go
When setting a variable integer, you can set one of the options to "random number between "_" and "_"". So what you could do is to go run half the amount of total players times and pick a random player checking that it has not been previously picked. That will be one team. Then put everyone else on the other.
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i think i ran into even a bigger problem. I referenced this thread and used the trigger posted here, and it seems to work , as in it sets the players randomly..
http://www.sc2mapster.com/forums/development/triggers/18824-players-randomly-picked-and-put-in-teams/?page=2#posts
But the way how my terrain is laid out , i'd like to get all the randomized players that became a new team of 3 into 1 section of the terrain, and so forth. Because Each player has starting base structure . Currently the randomizer works but keeps them in the same position which means its 2v1 at the start for some people because it didnt move the player to an allied section of the terrain for each team.
Is it possible to switch around that sort of stuff? like all of a sudden moving from one player start location to another player start location number?
I'm pretty sure theres an action trigger to set player starting position. Check in your editor
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also you could change unit control as well.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
@willuwontu: Go
wouldnt that mess up things like hero respawn points at start locations?
Guys, how do i something about this.
I have found a way to get random allys, but not found a way to get the random players organized into 1 team section of the terrain. their are 4 teams each with their own corners. The randomization works, but sometimes your allys are at the opposite side of the terrain clashing with other players
@Dangel1234: Go
Simply add all players into an array and then randomly set them into new teams/player groups. Then base all the team stuff through those groups instead of the the default team system.
If you need more detailed info let me know.
Edit: Here's an untested base example of what you would need to do.
Global Variables:
Teams = (Empty player group) <Player Group[4]>
nMaxPlayers = 12 <Integer>
nMaxTeamPlayers = 3 <Integer>
nTotalPlayers = 0 <Integer>
Trigger:
@Projekton: Go
i got that trigger working, but as i said earlier, i dont have a problem with setting random teams anymore. The problem now is how to get them into their appropriate side of the terrain . What ends up happening is that my allys end up being all over the map. When i want them to be concentrated into 1 section of the terrain with their spawner base and start location used for automatic respawn of fallen heroes (footmen frenzy style 3v3v3v3)
is it possible to switch start locations and stuff? and how to get players to different sides of the terrain?
@Dangel1234: Go
I think there is a set spawn point action.
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@fishy77: Go
i cant seem to find it. Do you know where it is?
@Dangel1234: Go
Seems I was wrong. What you'll have to do is use the "move point" action and move the starting location to a new point you want from that.
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