I need some help on this issue, it's driving me crazy. My intention is to write a victory condition (maximum of 8 players in max. 4 teams).
First I set up my TeamGroup variables (Lobby issue) @ Map Initialization like this:
The following one is the trigger which checks if a certain team has already won.
HQ is the main building for a player in my map. If both HQs of a team get destroyed, the team is out of game.
If all HQs from all other teams are destroyed, the team with at least one remaining HQ wins the game.
The int TeamHQs is the HQ counter.
When all HQs are destroyed from at least 3 teams, the remaining team wins after 4 seconds:
(this is repeating for each case)
Simultaneously a win function is triggered for the specific team:
(same for team Team2Win, Team3Win and Team4Win functions)
UpdateWins stores the wins in the bank system, depending on the variable GameStatus (checks if its really a victory or not).
1 = Victory, 0 (default) = Loss
--------
The variable TeamHQs is always correct (checked it ingame while destroying HQs randomly)
The game ends always when a certain team is the last one remaining (= nice)
But the wins don't get stored in the bank, that means the function TeamXWin isn't triggered (= not so nice)
Now the fact that leaves me completely clueless:
When I play 2v2 or something it ends correctly and it stores wins correctly
When I play 1v1 against an AI it ends correctly and it stores wins correctly
When I play 1v1 against a user it ends correctly but it doesn't store wins anymore
Why... I mean I don't see a connection between the controller type and this trigger?!
I already searched for something helpful on my issue but didn't find anything. I'd like to implement 2 different game modes to my map: 2v2 and 2v2v2v2.
1. I added 8 Starting Points in total
2. I added 2 Game Variants, 2v2 and 2v2v2v2
2v2:
Player 1 & 2 = Team 1[1]
Player 3 & 4 = Team 2[1]
2v2v2v2:
Player 1 & 2 = Team 1[1]
Player 3 & 4 = Team 2[1]
Player 5 & 6 = Team 3[1]
Player 7 & 8 = Team 4[1]
My problem is that I still have 8 empty lobby slots when selecting 2v2. 6 slots in team 1 and 2 slots im team 2 or something. 2v2v2v2 works just fine but I somehow get trouble with 2v2. Is there a way to fix this?
I wouldn't mind if the additional slots are being filled with AI... I just need them not to be filled with actual players.
I'd really appreciate any help.
Thanks in advance!
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@TwoDie: Go
Assuming this is the problem, how am I to change my triggers now exactly? Where should I use "pick each player in group"?
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Bump. Doesn't anybody know to solve this problem or what it is about?
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I need some help on this issue, it's driving me crazy. My intention is to write a victory condition (maximum of 8 players in max. 4 teams).
First I set up my TeamGroup variables (Lobby issue) @ Map Initialization like this:
The following one is the trigger which checks if a certain team has already won. HQ is the main building for a player in my map. If both HQs of a team get destroyed, the team is out of game. If all HQs from all other teams are destroyed, the team with at least one remaining HQ wins the game. The int TeamHQs is the HQ counter.
When all HQs are destroyed from at least 3 teams, the remaining team wins after 4 seconds:
(this is repeating for each case)
Simultaneously a win function is triggered for the specific team:
(same for team Team2Win, Team3Win and Team4Win functions)
UpdateWins stores the wins in the bank system, depending on the variable GameStatus (checks if its really a victory or not). 1 = Victory, 0 (default) = Loss
--------Now the fact that leaves me completely clueless:
Why... I mean I don't see a connection between the controller type and this trigger?!
I really appreciate any help!
0
Hey there,
I already searched for something helpful on my issue but didn't find anything. I'd like to implement 2 different game modes to my map: 2v2 and 2v2v2v2.
1. I added 8 Starting Points in total
2. I added 2 Game Variants, 2v2 and 2v2v2v2
2v2:
Player 1 & 2 = Team 1[1]
Player 3 & 4 = Team 2[1]
2v2v2v2:
Player 1 & 2 = Team 1[1]
Player 3 & 4 = Team 2[1]
Player 5 & 6 = Team 3[1]
Player 7 & 8 = Team 4[1]
My problem is that I still have 8 empty lobby slots when selecting 2v2. 6 slots in team 1 and 2 slots im team 2 or something. 2v2v2v2 works just fine but I somehow get trouble with 2v2. Is there a way to fix this?
I wouldn't mind if the additional slots are being filled with AI... I just need them not to be filled with actual players.
I'd really appreciate any help. Thanks in advance!