| 10-26-2009, 12:56 PM | #1 |
This is sort of a quick question, though it's important. Does Player(bj_PLAYER_NEUTRAL_EXTRA) do anything? |
| 10-26-2009, 12:59 PM | #2 |
There are 16 players. 12 humans. 4 neutrals. The 4 neutrals are: Passive, Hostile, Extra, Victim You can use any of the 4 neutrals normally. Note that Victim is, by default, friendly to all, but all are enemy to him, so any neutral victim units will be attacked on sight and not fight back. You can simply change the alliances around to change how people treat neutral victim. bj_PLAYER_NEUTRAL_EXTRA is an integer constant which is less than 16 and more than 11. (I forget what number EXTRA actually is.) |
| 10-26-2009, 01:02 PM | #3 |
JASS:constant integer PLAYER_NEUTRAL_AGGRESSIVE = 12 constant integer bj_PLAYER_NEUTRAL_VICTIM = 13 constant integer bj_PLAYER_NEUTRAL_EXTRA = 14 constant integer PLAYER_NEUTRAL_PASSIVE = 15 |
| 10-26-2009, 01:18 PM | #4 |
I meant, does it have any special function like Neutral Victim (which, afaik, all units gets transfered to if the owner leaves the game) |
| 10-26-2009, 01:24 PM | #5 |
Nope. It is as its name suggest, extra and is not required at any of the game functions. Its like an additional player you can use to do your stuff. |
| 10-26-2009, 03:03 PM | #6 |
Great, thanks for confirming. |
| 10-27-2009, 02:44 AM | #7 |
All neutral players have innate AI limitations because of the way the neutral players function in melee games. This changes lots of things, from the way units acquire targets naturally and to the AI used when casting spells. |
| 10-28-2009, 03:16 AM | #8 |
Oh. Can this be disabled? |
| 10-28-2009, 04:09 AM | #9 |
No, it is something you must deal with if you use the neutral players. You can trigger their units to do other things than the default, as always. |
| 10-28-2009, 06:46 AM | #10 |
-Spellcast on they own only (cannot be fixed actually, neutrals CANNOT cast custom spells, and uses standart on they own) -Keep guard location (reorder or setunitx(getunitx()) or change constants) -Attack closest units (reorder) -Run from towers (reorder or make towers immovable units) -Do many other odd things (everything easy fixed and this done years ago) |
| 10-28-2009, 12:14 PM | #11 |
So the only problem is that they can't cast custom spells, even if it's something as simple as bloodlust? |
| 10-28-2009, 01:58 PM | #12 |
They can cast it if it's autocast enabled, but otherwise they never will and you'll have to trigger them to. |
| 10-29-2009, 09:29 AM | #13 |
1) Make custom rise dead 2) Set autocast 3) Unit wont cast 4) Share control 5) You also cant cast (no target) |
| 10-29-2009, 09:50 AM | #14 |
Yes, but nobody cares actually, since we already have 2 players who can cast spells (Neutral and aggressive), so we use victim and extra for friendly neutrals, such as shops, etc. |
| 10-29-2009, 02:05 PM | #15 | |
There is nothing that says that a user won't ever need 3 or all 4 of those neutrals, though. Quote:
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