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2 important questions about aspect of alliance and Computer player slot.

09-21-2009, 04:07 PM#1
Matarael
1. How do I disable lumber and gold between players. I've been looking for the option to disable it but can't bloody find it.

2. I'd like to have 2 colours reserved for computer players (the AI), and leave the map open for 10 players only. I've seen in some maps that it's possible to "close" these slots so that when it's being hosted with bots the slots won't be treated as an open place (indeed they won't be regarded as being there at all).

Many thanks.
09-21-2009, 04:18 PM#2
Tot
to 2)

simply dont create any starting pos for this players and trigger their actions (won't show up on pre-loadscreen; like in dota)
or
disable under "scenario-->player properties" (don't know english name)
(will show up in pre-loadscreen; like elemental td)
09-21-2009, 05:55 PM#3
Fledermaus
1)
Trigger:
Game - Set Lock resource trading to On
or for the jasser call SetMapFlag(MAP_LOCK_RESOURCE_TRADING, true)
2) Scenario -> Forces: Tick both "Use custom forces" and "Fixed player settings" and then setup your players however you want them.
09-22-2009, 01:09 AM#4
T3RMINUS
Quote:
Originally Posted by Matarael
2. I'd like to have 2 colours reserved for computer players (the AI), and leave the map open for 10 players only. I've seen in some maps that it's possible to "close" these slots so that when it's being hosted with bots the slots won't be treated as an open place (indeed they won't be regarded as being there at all).
Just a heads-up, if the host is a bot you can use !swap to switch a player and a computer, but on some maps it crashes.
09-23-2009, 04:06 AM#5
Matarael
Quote:
Originally Posted by Tot
to 2)

simply dont create any starting pos for this players and trigger their actions (won't show up on pre-loadscreen; like in dota)
or
disable under "scenario-->player properties" (don't know english name)
(will show up in pre-loadscreen; like elemental td)

Superb. Both of these work, I think the problem I had was that when I once tried this the player becomes an enemy. Ofcourse a simple trigger can fix this, so it's no longer a problem.

Thanks to you guys so much, it's great to figure this out so fast.