Is it possible to enable selection of multiple units owned by Player 2 from Player 1's perspective without allying them? Shared vision is on and they are set as neutral, but players can only select one unit at a time currently.
Similar question: without full alliance, can we see what neutral players structures are producing somehow?
Is it possible to enable selection of multiple units owned by Player 2 from Player 1's perspective without allying them? Shared vision is on and they are set as neutral, but players can only select one unit at a time currently.
Similar question: without full alliance, can we see what neutral players structures are producing somehow?
You can use triggers to add the units to Player 1's selection. This might be a bit complicated if you're trying to mimic the standard group selection that is on by default for each player.
As to what non-allied structures are producing, I suppose you could use text tags or custom dialogs to show this.
the player would need to individually add each unit to the unit group though.
You could use the mouse world position at the down-click and up-click to create a temporary region and add any units with an alliance of neutral or better within that region to the player's selection.
Hmm, that's an idea. I'm trying to reproduce the draw-a-window-around-units-to-select method you get with your own or allied units by default. I'm afraid that adding events for down-click for 14 players would cause lag, however. Any insight on mitigating lag using your approach?
Unless players are constantly left-clicking their mouse it shouldn't cause noticeable lag, although there will probably be a 0.5-1 second delay before the click registers on bnet.
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Is it possible to enable selection of multiple units owned by Player 2 from Player 1's perspective without allying them? Shared vision is on and they are set as neutral, but players can only select one unit at a time currently.
Similar question: without full alliance, can we see what neutral players structures are producing somehow?
@jcraigk: Go
I think you can do it by allying them, then using "Set Alliance Aspect" to disable things one by one.
You can use triggers to add the units to Player 1's selection. This might be a bit complicated if you're trying to mimic the standard group selection that is on by default for each player.
As to what non-allied structures are producing, I suppose you could use text tags or custom dialogs to show this.
@jcraigk: Go
You cant do this like you would normally select units.
This is how I would do it.
Create Global UnitGroup
Create a trigger
heres a simple way about going and doing this
the player would need to individually add each unit to the unit group though.
You could use the mouse world position at the down-click and up-click to create a temporary region and add any units with an alliance of neutral or better within that region to the player's selection.
@BasharTeg: Go
Hmm, that's an idea. I'm trying to reproduce the draw-a-window-around-units-to-select method you get with your own or allied units by default. I'm afraid that adding events for down-click for 14 players would cause lag, however. Any insight on mitigating lag using your approach?
@jcraigk: Go
Unless players are constantly left-clicking their mouse it shouldn't cause noticeable lag, although there will probably be a 0.5-1 second delay before the click registers on bnet.