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Player properties - controller computer

04-15-2005, 06:04 PM#1
Guest
I set the controller to computer for two of the players and gave them both a start location, but the game still considers them players (ie. there are no computer players on the map). This is so simple and for the life of me I can't figure it out. How do I make player 1 and 2 computer players? They have fixed start locations if that matters.
04-15-2005, 06:21 PM#2
Linera
I had this same problem before.

Each computer player needs to have at least 1 unit in their control besides the start location to prevent the computer player from showing up as a open slot before you start the game.
04-15-2005, 07:26 PM#3
Guest
Quote:
Originally Posted by Linera
I had this same problem before.

Each computer player needs to have at least 1 unit in their control besides the start location to prevent the computer player from showing up as a open slot before you start the game.

Doh, thanks.
04-15-2005, 08:03 PM#4
Guest
Actually, it didn't work. Now I gave both computers units but they still show up as "Open" in multiplayer. I set them to computer manually and when I started every spot that was SUPPOSED to be player had units. Why is this so complicated?

Edit: I solved the computer problem by checking "Fixed Player Settings", but empty spots still have units in the game.
04-15-2005, 08:29 PM#5
Anitarf
Your second problem lies in the default melee initialization trigger. You need to delete it (or at least a certain part of it) to prevent the default melee starting units from spawning.
04-15-2005, 08:35 PM#6
Guest
Quote:
Originally Posted by Anitarf
Your second problem lies in the default melee initialization trigger. You need to delete it (or at least a certain part of it) to prevent the default melee starting units from spawning.

It is deleted. There are other units placed for the players on the map. Shouldn't they NOT appear if there is no one playing them? I'm used to Starcraft.
04-15-2005, 09:10 PM#7
Anitarf
Ahh, well, it's different here, then. You can easily remove them by runing a trigger at map initialization that loops through all players and does a slot status comparison for them. If their slot status turns out to be "Is unused", then remove all units owned by that player from the game.
04-16-2005, 06:29 AM#8
Guest
Quote:
Originally Posted by Anitarf
Ahh, well, it's different here, then. You can easily remove them by runing a trigger at map initialization that loops through all players and does a slot status comparison for them. If their slot status turns out to be "Is unused", then remove all units owned by that player from the game.

Can you show me how to do that? I haven't used loops.
04-16-2005, 07:20 AM#9
Anitarf
Code:
For each Integer A from 1 to 12 do actions
    Loop - actions:
        If - Then - Else multiple functions
            If - conditions:
                Player slot status comparison - Player (convert player index to player - Integer A) slot status equal to (is unused)
            Then - actions:
                Unit group - pick all units in unit group - (units owned by player (Integer A))
                    Loop - actions:
                        Unit - remove (picked unit)
             Else - actions:
                 do nothing