I've been working on switching my map around a lot. It's going to be a team game to make it more interesting. But I'm going to need 8 players to do it. Problem is, I already have 2 computers as player 7 and 8. I just tested something and I acknowledged I cannot use triggers on players 10 and 11. So I was wondering if there is some way around this.
None.
You can -- if you're careful -- run your triggers under one of the players, using P9-P12 to supply the needed units... unless, of course, you happen to need AI scripts, vision, etc..
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What do you need the computers for? If they just run triggers you can put them under All Players and modify them as needed. If you need them to actually own units, it will be a bit more difficult, but I've found a way. I don't have enough time to type up a description at this time, though, and I can't type one up without knowing some more things about your map. Specifically, I need to know if it is PvP or not (and to what extent, if that makes sense), and what you are using the computers for.
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Okay, the map is split into 2 teams. The teams are as follows:
Team1:
Parent
Parent
Child
Child
Team2:
Parent
Parent
Child
Child
It's like, a team based RPG. 2 teams will be going after the same objectives, there are 3 objectives, they can grab them from the missions themselves, or if they other team has it, take it from them. The comps spawn units periodically that will attack each base.
So I need triggers that create units and make those units attack. Then I need triggers to have when you kill a hero to spawn the objective objects at a certain location, and to move objective objects to other locations. Those are the ones I'm most concerned about.
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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
An attacking computer must be one of P1-8. That leaves you with 3v3 humans. No way around it.
Attacking is just something only active players can do.
The only workaround I see is giving the attacking units to a human. And to avoid micro you could cycle them between your team members which causes constant deselects. But it can also cause them to not attack. So you have to find a middle way of how often these givings should take place.
Giving units in general doesn't remove their current command.
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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 name:Taylor Swift
Someone mentioned earlier before that giving a unit to a player higher than player 9 doesn't remove their current commands? Is this true? Unless I'm reading it wrong.
http://www.staredit.net/topic/9816/
You're not reading wrong, but maybe you overread the red part:
Quote from name:TassadarZeratul
The main advantage of this system is that you can have more computers in your map. You can also cycle through the computer units without clearing their orders, which lets you create spellcasting or microing enemies in an RPG/AoS, for example. The main drawbacks are that the units will not attack (you have to spawn a cloaked unit for a "normal" player to attack for them) and that human units will not auto-attack the "extended player" units (as far as I know).
And frankly it's common knowledge that you can order P9-12 units to move around the map. I don't know why this is written like a super secret mapping technique...
Actually it's even partly incorrect. P9-12 will be attacked (or ignored) by any player if you set the proper alliances.
Just use human slots for the units. You won't notice a difference.
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You're right about the 4v4 thing, hence about it all.
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Very well, I'll find a way to make it 3v3.
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