| 07-21-2009, 03:59 AM | #1 |
If you have an active computer playing in a game, and a player leaves, and you then give the aforementioned active computer full shared unit control of the leaving player's units, will the computer play for the leaving player as well? Right now I'm having the active computer take ownership of all the leaving player's units, but that causes a solid 10 seconds of lag as the ownership is being transferred. NOTE: This regards a custom AI, if that changes anything, |
| 07-21-2009, 05:50 PM | #2 |
how many units have to change owner (approx)? |
| 07-21-2009, 06:02 PM | #3 |
I never tested it, but I bet it depends on the race of the leaving player, if the leaving player has the same race of the custom AI, it should play normally, if not... the AI will just make those units fool around or stand still, depending upon the situation it's in. But, as I said before, it's just a guess... |
| 07-21-2009, 06:06 PM | #4 | |
Quote:
You should try setting the AI for that player, you could test this function if this works after map init: JASS:call SetPlayerController(Your_Leaving_Player, MAP_CONTROL_COMPUTER) call StartMeleeAI(Your_Leaving_Player, "your\\AI\\script\\path") |
| 07-22-2009, 01:28 AM | #5 |
Was that no, it wouldnt moyack? Hmm, but doesnt starting an AI during the game cause some lag? Tot, I know for a fact that just changing owner causes a ton of lag, I've tested it before. Units: Anywhere from 1 to 1000. Its a risk map. |
| 07-22-2009, 11:35 AM | #6 | |
Quote:
ok, I've made a overtaking-ki long time ago (didn't lag, hehe), but it can only deal with 1 to (something between 25 and 50) units (never really tested). probably you can add a ki for every player at mapinit and turn it on if u need it? dunno if this works |
