Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Non-Hostile Player 9 + Enemy Spawning Issue
Non-Hostile Player 9 + Enemy Spawning Issue
Jul 29 2009, 5:40 am
By: JeebusMcKhrist  

Jul 29 2009, 5:40 am JeebusMcKhrist Post #1



Hi everyone, I am currently working on an 8 player defense map, similar to maps such as "Choose Your Defense" and Sunken defense maps. However, I have run into a couple of problems involving the use of triggers that I just can't figure out.

The first issue is non-hostile player 9: For my map to work, whenever the level starts, I spawn a set number of units for each player, and once they are spawned for that player I then transfer them over to player 9, and finally have them move to their destination (so for example, 16 reavers spawn for player 1, then are given over to player 9, and are then ordered to move). The problem I am having during my beta tests is that players are walling, and when the enemies find that there is no path for them to follow, they simply sit there and do not attack at all. I searched around online for the answer to this problem, and I stumbled upon a post that said players 9-12 cannot attack other units at all. I decided to test this theory by playing a quick game of "Sunken D 12 Way", which is an 8 player defense map that spawns the enemies in the same manner that my map does, and I found out that, unfortunately, that they do not attack at all, even when walling. The thing I want to know is this now; is there any possible way to have player 9 (or even players 10-12) attack? If there is no possible way for player 9 to attack, I fear the level of fun of my map be low, since all you would have to do to win would be to stack some pylons or depots and wall all of the enemies.

Now for the second problem I am having, and I think it may be an easier one to solve: as I have previously stated, enemies spawn by being created for each human player, and then are transferred to player 9. The problem I am having though, is that whenever a player leaves the game, I can't stop the enemies from spawning in that specific location. I have tried every trigger that I could think of, and nothing has worked so far. So my question is this; if a player leaves the game, how can I stop enemies from spawning at their enemy spawn location?

Just to clear any false accusations that people may have, I really tried my hardest to figure this problem out, and I spent a long time looking around for the answer to these problems. If the solutions end up being really obvious and easy, I apologize, but I seriously can't figure them out.

Anyway, thank you guys very much for helping me out; I really appreciate the help.



None.

Jul 29 2009, 5:45 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Players 9-12 don't have vision for themselves, and there's no way to turn it on. Occasionally you can get them to attack you if you attack them, but it's hard to do, and not much testing has been done. For the most part players 9-12 won't attack.

Players who are not there do not run triggers.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 29 2009, 5:46 am CecilSunkure Post #3



As for the second part, what you need to have is something to detect whether or a not a player is in the game, and if they have left the game.

As for whether or a not a player starts in the game, you can use pre-placed units on the map, and whoever doesn't join in on the map will leave an empty slot as well as a missing unit.

As for the spawning units, you have to have something to detect when a player leaves, something like neutral bringing a unit to location "x". Once you detect when the player leaves, you can set a DC or flip a switch. In the trigger that spawns units for this player, have a condition requiring this DC or switch to be 0 or off.



None.

Jul 29 2009, 5:52 am JeebusMcKhrist Post #4



Aah, I think that I get it... thank you both for your help. So what I need to do is use a neutral unit to detect whether or not a player is there, and use a switch... I think I got it. Its too bad that players 9-12 can't really attack though... map making would be a lot more flexible if it could be done.

Anyway, thanks again. I'll get to work on those things right away :)



None.

Jul 29 2009, 6:03 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Well, you could do that, but if you just have the trigger owned by the player, they won't run the trigger if they aren't there. No need to detect anything.

You can pretty easily prevent walls by limiting where you can put units. For example, always have the sides open by making a location, or forcing units to stay within a box.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 29 2009, 6:05 am CecilSunkure Post #6



Right, and to do that, you just make sure the trigger that respawns units runs with conditions set to "current player". That way, when the player isn't there the trigger doesn't run. That would actually be much easier than detecting whether or not the player left ^^



None.

Jul 29 2009, 6:46 am Jack Post #7

>be faceless void >mfw I have no face

For spawn blocking, add a trigger that countr down to see when the units SHOULD have left the area. If they haven't left, then kill the players units or something and spam a msg that says
NO SPAWN BLOBKING, NOOB!



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 29 2009, 9:52 am NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Some maps use a speed upped ultralisk that runs through the path before the next level starts. And if it doesn't hit the next waypoint in time all units on the path are killed.

Another, more natural method would be to make buildings pretty expensive and have wide paths and/or include air waves.




Jul 30 2009, 6:09 pm XGenesis Post #9



Quote from NudeRaider
Some maps use a speed upped ultralisk that runs through the path before the next level starts. And if it doesn't hit the next waypoint in time all units on the path are killed.

Another, more natural method would be to make buildings pretty expensive and have wide paths and/or include air waves.

Wouldn't the ultralisk trigger be hard to control? If someone made an uber maze, then the ultralisk wouldn't necessarily make it in time.
Plus, if you make it controlled by a human, even with hyper triggers, s/he would be able to control it slightly.



None.

Jul 30 2009, 10:32 pm NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from XGenesis
[quote=name:NudeRaider]Wouldn't the ultralisk trigger be hard to control? If someone made an uber maze, then the ultralisk wouldn't necessarily make it in time.
Plus, if you make it controlled by a human, even with hyper triggers, s/he would be able to control it slightly.
If you have wide paths that allow big mazes and/or if you set the waiting time too low, then yes.

give it to P12




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