I don't quite know what you mean by "no triggers involved" but one way to create text that goes to an individual player (besides the text message action) is to create a dialog box for each player, make each player's only visible to them, and set the text in a dialog item (label) or dialog title when you want the text visible.
You could do several variations of that, depending on what you want the end result to be.
Blizzard said that you can send them a message requesting a map to be featured. How to do so is written on the blizzard site where they describe the currently featured maps. (or, it was last I checked)
I'm pretty sure blizzard needs to get on this one. I've never seen someone come up with a solution that works. Lots of people say things that begin with, "Have you tried..." which is ironic, because usually they haven't tried the suggestion... or they wouldn't have suggested it, because it doesn't work. :P
I've been watching the forums for a long time on this one (since map publishing was enabled in beta). My map can be played 2v2 or 1v1, and as far as I can tell, there is no way to allow the players to pick slot 1 of team 1 and slot 1 of team 2, and go.
My temporary solution was to kick ai from the game when it starts, so players can add ai to spots that they want to be empty. Problem is, some players try to move the ai around, but you can't do that. You just have to add the ai before adding more players, if you don't want the ai on the end.
So, I'm assuming that blizzard is working to solve this problem without saying hello to eachother, eating, using the restroom, bathing, or fixing campaign issues...
With the latest patch, my map went from top of the second page to bottom of the fifth. It was sad, but I was really excited to see all kinds of new maps being played that were hard to get started before.
The one thing this patch failed to do was get nexus wars off the first page. Its a nice map, but not nearly worth its popularity. Income wars is far worse, and shouldn't be played at all in its current state.
So, I'm surprised to see that my map suffered, and yet I prefer not having popularity reign so powerfully over what gets played.
(and, of course, give it a day and we'll be back to a limited selection.)
Event - unit dies (or whatever the trigger SHOULD be)
Condition - the great king of donkeyland has arrived (or something that fits your desired condition).
Action - exactly what you've said.
You cannot refer to the picked players before picking them, so the event and the condition cannot check the picked player. If you wanted to do that, you'd pick them, then do an if then within the "pick actions" where the "then" would be to end game for the picked player.
Out of curiosity, do the pathing blockers block access to the area all together? Wouldn't the solution for such a map include stopping the AI only when the lava is up?
First you ought to inform the map creator. It may be that he invited someone to publish his map on EU servers just so that it was possible to play elsewhere besides the NA servers.
Of course, that particular map has been hijacked before.
Lobbies merge upward. So if player 1 and player 4 are playing, it ends up as being player 1 and player 2. Furthermore, if you add a computer before a player joins, it will show the human player as being before the computer on its team while in the lobby, but in the game, the computer comes first. Also, if you join a lobby as the first person, then leave, then return as the last person, you will be the first player in game.
That was it. I had previously set the price to 0, but then when they updated (in beta, I believe) to make the cost value in the unit tab actually do something, I forgot to set it to 0, too :P
I've set interceptors to auto-build (and auto-build on), and the player's carriers do it, but the computer's carriers sit around with 4 interceptors and won't build more, even if the interceptors die. Any ideas about what might cause this?
Do you need the computer players to be players? In my map, I have 2 computer players, players 7 and 8, and neither of them is a player or has a start location. I haven't set a controller of player 7 or 8 at all. This enables me to remove the computers from the lobby altogether. I realize this may not work in all maps, but thought I'd let you know.
In the map>player properties, set each player's start location. It gives you the option of controller, race, and start location. I don't think this is a team/variant problem, just an individual start location problem. The default is random (or "any" or something).
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@jerberson12: Go
I don't quite know what you mean by "no triggers involved" but one way to create text that goes to an individual player (besides the text message action) is to create a dialog box for each player, make each player's only visible to them, and set the text in a dialog item (label) or dialog title when you want the text visible.
You could do several variations of that, depending on what you want the end result to be.
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I couldn't get it working either. Does anyone know if its broken?
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Blizzard said that you can send them a message requesting a map to be featured. How to do so is written on the blizzard site where they describe the currently featured maps. (or, it was last I checked)
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I'm pretty sure blizzard needs to get on this one. I've never seen someone come up with a solution that works. Lots of people say things that begin with, "Have you tried..." which is ironic, because usually they haven't tried the suggestion... or they wouldn't have suggested it, because it doesn't work. :P
I've been watching the forums for a long time on this one (since map publishing was enabled in beta). My map can be played 2v2 or 1v1, and as far as I can tell, there is no way to allow the players to pick slot 1 of team 1 and slot 1 of team 2, and go.
My temporary solution was to kick ai from the game when it starts, so players can add ai to spots that they want to be empty. Problem is, some players try to move the ai around, but you can't do that. You just have to add the ai before adding more players, if you don't want the ai on the end.
So, I'm assuming that blizzard is working to solve this problem without saying hello to eachother, eating, using the restroom, bathing, or fixing campaign issues...
0
@Vexal: Go
With the latest patch, my map went from top of the second page to bottom of the fifth. It was sad, but I was really excited to see all kinds of new maps being played that were hard to get started before.
The one thing this patch failed to do was get nexus wars off the first page. Its a nice map, but not nearly worth its popularity. Income wars is far worse, and shouldn't be played at all in its current state.
So, I'm surprised to see that my map suffered, and yet I prefer not having popularity reign so powerfully over what gets played.
(and, of course, give it a day and we'll be back to a limited selection.)
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@Shinoogie12: Go
whoa, whoa, whoa. Don't use a local variable for this, or it will disappear when the trigger ends.
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Make a trigger
Event - unit dies (or whatever the trigger SHOULD be)
Condition - the great king of donkeyland has arrived (or something that fits your desired condition).
Action - exactly what you've said.
You cannot refer to the picked players before picking them, so the event and the condition cannot check the picked player. If you wanted to do that, you'd pick them, then do an if then within the "pick actions" where the "then" would be to end game for the picked player.
In other words, yes. That should work.
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@LemonKing: Go
Out of curiosity, do the pathing blockers block access to the area all together? Wouldn't the solution for such a map include stopping the AI only when the lava is up?
0
First you ought to inform the map creator. It may be that he invited someone to publish his map on EU servers just so that it was possible to play elsewhere besides the NA servers.
Of course, that particular map has been hijacked before.
0
Lobbies merge upward. So if player 1 and player 4 are playing, it ends up as being player 1 and player 2. Furthermore, if you add a computer before a player joins, it will show the human player as being before the computer on its team while in the lobby, but in the game, the computer comes first. Also, if you join a lobby as the first person, then leave, then return as the last person, you will be the first player in game.
Lobbies are messed up, imo.
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@SquarelyCircle: Go
I'm gonna bump this again. Anybody know if this is still necessary?
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@SquarelyCircle: Go
That was it. I had previously set the price to 0, but then when they updated (in beta, I believe) to make the cost value in the unit tab actually do something, I forgot to set it to 0, too :P
Thanks!
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I've set interceptors to auto-build (and auto-build on), and the player's carriers do it, but the computer's carriers sit around with 4 interceptors and won't build more, even if the interceptors die. Any ideas about what might cause this?
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@Myndful: Go
Do you need the computer players to be players? In my map, I have 2 computer players, players 7 and 8, and neither of them is a player or has a start location. I haven't set a controller of player 7 or 8 at all. This enables me to remove the computers from the lobby altogether. I realize this may not work in all maps, but thought I'd let you know.
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@geodude52: Go
In the map>player properties, set each player's start location. It gives you the option of controller, race, and start location. I don't think this is a team/variant problem, just an individual start location problem. The default is random (or "any" or something).