| 08-07-2003, 09:45 PM | #1 |
I can't seem to figure this out and for somereason no matter what I do, the allies button is always grey'd out during gameplay on my custom map, does force player settings do that? |
| 08-07-2003, 09:53 PM | #2 |
You will find what your looking for in triggers Under actions theres a Game- Set map flags Just put it under Map initialization if you want it to happen at start of map :D |
| 08-08-2003, 01:12 AM | #3 |
Well the thing is, I am making a map of 6 players and a computer enemy... I want alliances to be an open and optional thing... You can fight amongst yourselves, or make alliances between one another to defeat the computer, then break the alliance and fight one later on. I am having a hard time testing this in custom game because allies is always greyed out and unselectable no matter what I do in the map editor... |
| 08-08-2003, 03:14 AM | #4 |
Ok, what the hell, I load up a normal custom game with my friend and we disable the "lock teams" and it works fine, we can check and uncheck the box in allies... In my custom made map, we can't even with that option "lock teams" disabled, why? Is it because we have forced player settings in my map??? argh, this is so bloody aggravating... |
| 08-08-2003, 08:50 AM | #5 |
Probably not the answer you are looking for, but you could always do it with triggers. Set up one Circle of Power for each player in each person's base. If you step on the red CoP in your base, you are trying to ally with Red... And if Red steps on your color (in his base so your units aren't at each others throats), boom the trigger fires and you are allies. Then just set up some other trigger to turn the allies off, like deliberately attacking one of your ally's units breaks the alliance... Or something. |
| 08-08-2003, 08:56 AM | #6 |
Thats a wicked idea! |
| 08-08-2003, 10:11 AM | #7 |
There is one thing about that though, if that player is being computer controlled, I can think of a way that this could be exploited, especially an invisible unit, waiting for the computer to attack your base and when they step into the circle of power, you move your invisible unit, such as a shade, into theirs and boom, allies. |
| 08-08-2003, 09:56 PM | #8 |
Would anyone like this idea? the same idea except the trigger to allies only becomes activated if a unit is carrying a paticular item... say for example "a treaty" which you can buy from your shop. |
| 08-08-2003, 10:15 PM | #9 |
If you don't want players to ally with computers, just don't set up CoPs for the computer players. As for exploits, THEY have to have a unit sitting on YOUR CoP in THEIR base at the same time YOU have a unit sitting on THEIR CoP in YOUR base. Should be mostly full-proof if you put the CoPs off to one side where units won't path through unless you specifically tell them to go there (because you are trying to set an alliance). And actually, that special item idea sounds very good. :) That'd work nicely! |
| 08-08-2003, 11:16 PM | #10 |
I meant exploitable by having an invis unit in the computers base and wait until you see a computer cross your circle of power and quickly move onto theres... But it's all good, I figured out ways around it... Now I am wondering... basicly I set up a few computers initially allied and the alliance between those players will break if one of them attacks someone from the alliance... it works perfectly... But is there anyway I can make it so it's a generic hostile action not just attack? I tested it by having my grunt go to their base, they treated him friendly, then I attacked and the alliance was broken and there units treated me as hostile... problem is my trigger is based around if the unit is issued the order to attack a unit controled by that player... But that also means you can cast spells and hostile effects on them and not break the alliance right? Is there anyway of making it so any hostile action will break the alliance, without a ton of triggers? |
| 08-09-2003, 12:30 AM | #11 |
One quick way to solve the issue would be having the "form alliance" trigger spawn some stationary object near the CoPs in both bases. Destruction of that object in either base and the alliance with that color is broken (the other object would also be destroyed, as it is no longer necessary). Just a thought. But otherwise, I'm thinking you'd need a seperate trigger for each spell you consider hostile - and when cast on an ally, it breaks the alliance. Same as when you attack an allied unit. Problem with triggers for determining whether a spell is hostile or not are spells like Blizzard that could damage an allied unit unintentionally. |
