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Staredit Network -> UMS Assistance -> A Few Problems
Report, edit, etc...Posted by Centreri on 2005-11-11 at 21:14:10
Im making the game Dragon Nest Wars.
Its built by having 2 teams of 3 players on each, all human, with 2 side computer players, 7 and 8.
When I start the game, if some of the human slots are empty, they get filled in by computers which completely mess up the game.
How do I keep those slots empty if no player is there?
Detecting computer player?

Second little problem-
After using starforge to change the unit 'colors' (making 7/6 life to change color, etc), and opening with X-tra, the effects get deleted and all trees lose the top part, leaving only the stump..
When opening the game on bnet it disconnected me and brought me right back to main menu of SC. I deleted the stumps, but if they're there they cause a strange effect as discribed above.

Problem 3:
How do i make it so that at beginning of game player 7 shares vision with player 1,2,3,4,5,6, and in 3 seconds turned off shared vision?
I tried trigger
{
Players {
7
}
conditions {
always
}
actions{
turn on shared vision for 1-7
wait 3k milliseconds
turn off shared vision for 1-7
}}

Made with X-tra, didnt work.
Used AI scripts.

Map[attachmentid=15167]
Report, edit, etc...Posted by KABOOM on 2005-11-11 at 21:30:18
Like what doesn't work in your 3rd problem. Does it show vision at all our does it not turn off vision? Because i believe u have to get the other players to vision pl7 before it would vision them.
Report, edit, etc...Posted by Mp)MinigameEast on 2005-11-11 at 21:38:11
here are your answers.

1. if your using random start location then take it off or make a trigger that says if Player # has 0 anyunit. remove all units at that location and preserve trigger.

2. make sure you do all sprites and doodads last becuase it will happen to many people. delete all sprites and do it again. also if you see a sprite out of the map then delete it.

3. if your doing xtra for vision then its impossible to start the game off with vision.
if you use starforge straight threw then you dont have to wait 5 seconds for it to see vision.
Report, edit, etc...Posted by NerdyTerdy on 2005-11-11 at 21:40:47
The problem is the way you did your trigger, for the vision thing. What you have to do is set the trigger for Players 1-6, then do Turn on Shared Vision for Player 7. What that does is it makes P7 Vision them. That is one thing I think Blizzard worded badly. The computer filling in thing is because units are placed for a player by triggers, try making like the bunker preplaced for the players, then if it's a computer it won't show up. What you do then is make all the triggers for the players require that they own that bunker, the computer wouldn't own it because pre-placed units for humans don't place if the human isn't there. Sorry if that's worded confusingly.
Report, edit, etc...Posted by Centreri on 2005-11-12 at 10:08:47
The first and third problem were the most prominent ones.

QUOTE
The problem is the way you did your trigger, for the vision thing. What you have to do is set the trigger for Players 1-6, then do Turn on Shared Vision for Player 7. What that does is it makes P7 Vision them. That is one thing I think Blizzard worded badly. The computer filling in thing is because units are placed for a player by triggers, try making like the bunker preplaced for the players, then if it's a computer it won't show up. What you do then is make all the triggers for the players require that they own that bunker, the computer wouldn't own it because pre-placed units for humans don't place if the human isn't there. Sorry if that's worded confusingly.

Thank you. This should help a lot biggrin.gif

QUOTE
here are your answers.

1. if your using random start location then take it off or make a trigger that says if Player # has 0 anyunit. remove all units at that location and preserve trigger.

The problem is that player # doesn't have no units.. if he did there would be no problem.
Let me rephrase this..
There are 6 human players in game.
If all six slots arnt filled, in the place of the unfilled slot will be an all-hostile computer player, creating annoying 'unit unplaceable' messages when the location is filled. I need a way to detect the computer player and remove it, or simply make it impossible for a computer player to fill that spot.

Report, edit, etc...Posted by Mp)MinigameEast on 2005-11-12 at 13:57:17
[SOLVED]
oh.... moslty a player 7 map revealer would solve a problem
Report, edit, etc...Posted by Centreri on 2005-11-12 at 16:41:05
Thats the third problem solved.. what about the 1st one?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-14 at 19:27:15
When you create units for a player that is not there and the trigger is under a different player that IS there, then it creates units for a computer controlled (enemy) player. In order to fix it, you will have to put each "creating trigger" under the respective player, that way, when the player is not present, the trigger does not run. This works the same way with give too.
Report, edit, etc...Posted by Centreri on 2005-11-16 at 15:07:50
Thank you.
This really seems like it will work biggrin.gif.
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