Report, edit, etc...Posted by Do-0dan on 2005-07-12 at 16:23:18
can someone give me info on everything known about players 9-12
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-12 at 18:01:20
Some of the following information are disputed.
Players 9-11 are used in the casting animations of some spells. Player 12 is used for owning units of players that left.
PLAYERS 9-11 UNITS PREPLACED are NEUTRAL HOSTILE. They will attack anything, even neighboring units of the same player (this is based on my findings but is disputed)
PLAYERS 9-11 UNITS GIVEN RETAIN ORIGINAL ALLIANCES. If you give a Player 1 unit to Players 9-11 it will have the same alliances status as Player 1
PLAYER 12 UNITS are NEUTRAL NEUTRAL. No matter what you do, they won't attack.
Report, edit, etc...Posted by BeeR_KeG on 2005-07-12 at 18:06:38
Player twelve owns everything that isn't owned by other players, like minerals, critters and units of players that have left the game.
I'd have to ask why are you asking a question on everything about Playesr 9-12? Maybe if you can be more specific we can help you on your problem.
Report, edit, etc...Posted by Deathknight on 2005-07-12 at 18:49:16
QUOTE
Players 9-11 are used in the casting animations of some spells.
False. Disruption web and Dark Swarm belong to player 12. Any other spells belong to the original player.
QUOTE
PLAYERS 9-11 UNITS PREPLACED are NEUTRAL HOSTILE. They will attack anything, even neighboring units of the same player
When given a Start Location, players 9-11 will follow whichever unit attacked them, but will not, or will rarely, attack any units.
QUOTE
PLAYERS 9-11 UNITS GIVEN RETAIN ORIGINAL ALLIANCES. If you give a Player 1 unit to Players 9-11 it will have the same alliances status as Player 1
I'm not so sure about this, but I know that player 12 will keep the same alliance status from other players, and players 9-12 will also keep the original player's colour.
Players 9-12's status can be changed in player properties using advanced editors I believe.
Report, edit, etc...Posted by Do-0dan on 2005-07-13 at 00:00:50
i would like to know all about players 9-12+, but what im really looking for is if triggers can affect them and be used by them
Report, edit, etc...Posted by Forsaken on 2005-07-13 at 00:55:09
Last I checked, trigger for units above player 8 do not work. Except, giving units to player 12... Please correct me if I am wrong.
ADDITION: Last I checked, trigger for units above player 8 do not work. Except, giving units to player 12... Please correct me if I am wrong.
Report, edit, etc...Posted by Nemus on 2005-07-13 at 03:38:40
QUOTE
Last I checked, trigger for units above player 8 do not work. Except, giving units to player 12... Please correct me if I am wrong.
ADDITION: Last I checked, trigger for units above player 8 do not work. Except, giving units to player 12... Please correct me if I am wrong.
Did you have to say that twice?
Anyway, maybe someone should make some experiments and then make a guide of what the players 9-11 and 12 can be used for?
Report, edit, etc...Posted by Forsaken on 2005-07-13 at 10:17:39
There is a guide. Maybe if people would look in the tutorials database.
The guide provided is very,very comprehensive. And, it is pretty cool.
Report, edit, etc...Posted by Deathknight on 2005-07-13 at 12:03:20
ALL triggers work with ANY player and ANY unit, regardless of colour, race, sex, and religion.
The only things that do NOT work with players ABOVE 12 are some conditions, anything dealing with scores, and any actions that don't deal with units(I think.. better make sure).
Players 1-12 are all players that were made for the game. Players above that don't exist.
Report, edit, etc...Posted by Do-0dan on 2005-07-13 at 13:47:26
i cant seem to find any info on players 9-11 in the tutorials..... why isnt it there
Report, edit, etc...Posted by UED77 on 2005-07-13 at 16:59:12
QUOTE(Deathknight @ Jul 13 2005, 12:03 PM)
The only things that do NOT work with players ABOVE 12 are some conditions, anything dealing with scores, and any actions that don't deal with units(I think.. better make sure).
Although I haven't had the time to test scores yet, fresh testing confirmes that P9–P12 do not have death counters. Test map attached for the curious.
Although my science teacher would fail me for changing more than one variable, I think it is still obvious that these players have no access to death counters. Check out both the map and the triggers for proof.
EDIT: 64x64 non-crashing test map: Scroll down I might test the scores later on.
UED77
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 17:12:10
UED, didn't know you were on SEN...
But I think triggers for P9-12 are achieved by tergeting an empty force, correct?
Report, edit, etc...Posted by UED77 on 2005-07-13 at 17:19:38
QUOTE(DaMiNaToR @ Jul 13 2005, 05:12 PM)
UED, didn't know you were on SEN...
But I think triggers for P9-12 are achieved by tergeting an empty force, correct?
Well, DaMiNaToR, I am indeed new to SEN, but I have to say I really like this site. If only some of the members were a bit more.... mature... the site would seem even more professional. I hang around the Map Making Assistance forum often, I don't venture near scarier areas such as the Moose Zone.
Back to triggers, I did not test running triggers for P9–P12. Or, I should say, I did, in a different map, and because of that, I know you can't execute a trigger owned by P9. But I did not know about that empty force thing; I might test that out also.
UED77
Report, edit, etc...Posted by LegacyWeapon on 2005-07-13 at 17:40:55
Empty forces do not run triggers. Neither do players 9+
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 17:44:31
That's odd, I've got it to work...I've created P12 units by targeting force 4, which was empty...
Report, edit, etc...Posted by MapUnprotector on 2005-07-13 at 18:00:32
I find p9-12 very useful as "comps" if you need extra ones, and I've used it a lot. It's also useful if you want to use like 8 human players but need some kind of computer type player.
Report, edit, etc...Posted by UED77 on 2005-07-13 at 18:18:28
QUOTE(DaMiNaToR @ Jul 13 2005, 05:44 PM)
That's odd, I've got it to work...I've created P12 units by targeting force 4, which was empty...
I tested it, and no triggers can be run for P9–P12, and no units can be created for these players either.
UED77
Report, edit, etc...Posted by Deathknight on 2005-07-14 at 12:03:19
Players 9-12 have death counters and scores. Try giving them a Start Location... because they DO have all scores, mineral amounts, and every other type of variable as the other eight players.
Report, edit, etc...Posted by ShadowBrood on 2005-07-14 at 13:35:48
QUOTE(UED77 @ Jul 13 2005, 02:19 PM)
Well, DaMiNaToR, I am indeed new to SEN, but I have to say I really like this site. If only some of the members were a bit more.... mature... the site would seem even more professional. I hang around the Map Making Assistance forum often, I don't venture near scarier areas such as the Moose Zone.
Back to triggers, I did not test running triggers for P9–P12. Or, I should say, I did, in a different map, and because of that, I know you can't execute a trigger owned by P9. But I did not know about that empty force thing; I might test that out also.
UED77 [right][snapback]261895[/snapback][/right]
Yeah, that's because you came when there was an influx of people who don't even map or who are just plain freaking idiots.
Doesn't any player without a start location become immune to triggers?
Report, edit, etc...Posted by UED77 on 2005-07-14 at 16:03:26
Deathknight, It seems you didn't download the test map I provided specifically for that purpose
In that map, I gave P9–P12 the same stats as the "active players" (SIDE: "Zerg", instead of default "Inactive", P9 and P10 were OWNR: "Computer", P11 and P12 were OWNR: "Neutral", and P9 and P11 even had start locations. All triggers were executed under Player 1 Human Player, by the way, so that's not the problem either.
Shadowbrood, that is correct. Or at least I know that triggers cannot be executed under players that have no start locations. I do not know whether their units/scores/resources/etc. can be manipulated by triggers executing under active players.
Btw, attached is a new version of the test map, 64x64, because the 32x32 does crash for some people.
UED77
Report, edit, etc...Posted by MapUnprotector on 2005-07-14 at 17:32:54
QUOTE(ShadowBrood @ Jul 14 2005, 01:35 PM)
Yeah, that's because you came when there was an influx of people who don't even map or who are just plain freaking idiots. Doesn't any player without a start location become immune to triggers? [right][snapback]262365[/snapback][/right]
They aren't "immune" to triggers, at least not p9-12, you can have actions/conditions that have p9-12 in them, they just have to be placed in a player 1-12 force. The triggers still affect those players at least.
I've attached a map that uses p9-12 and you can see the different things I've done with them, mostly move/order triggers. And there aren't start locations for p9-12 either.
Report, edit, etc...Posted by Deathknight on 2005-07-14 at 19:18:09
QUOTE
32x32 does crash for some people
Illegally sized maps crash for all players who have not yet played a game during their session.
I guess it won't work... but their scores DO exist and can be detected with triggers. Almost everything is done based on a 1-12 count, minerals, gas, scores, players 1-12 have them. I thought I was able to set them... I guess I learned something new. But I do know 100% that you can give units to them.
Report, edit, etc...Posted by MapUnprotector on 2005-07-15 at 00:28:31
You can also order them to move, and they satisfy most conditions like "brings" or "commands" I believe. I used several conditions/actions in the map I posted above and they work fine. One thing I know wont work is AI scripts.