Force separate teams and colors

Level 11
Joined
Jun 2, 2004
Messages
849
[solved] Force separate teams and colors

I'm trying to make a 12 player map be forced into 12 separate teams and player colors being fixed to their originals. IE, in the lobby, I don't want players to be able to change their team number or color. If I have a single force with all players in it, the game won't start because "everyone is on the same team". With no forces, players can set their team number and color.

I already know I can enforce 12 separate teams and original colors with triggers; I'm already doing that. The lobby is what I want to fix. If someone wants to be, say, green, it's currently unintuitive that they MUST be player 7, and NOT use the color dropdown picker.
 
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Level 6
Joined
May 20, 2014
Messages
228
Use the fixed force settings in scenario - force settings, so they can't pick colors and set things you didn't want to set.
 
Level 11
Joined
Jun 2, 2004
Messages
849
That puts everyone on one force (or up to 6 forces), and has the aforementioned "everyone on the same team so game can't start" problem.

The "allied" tickbox doesn't seem to matter either way, too.
 
Level 6
Joined
May 20, 2014
Messages
228
Hmm, I didn't know that, just found out that.

Then the easiest/most elegant solution is to make two separate teams, and trigger everything (make player groups, ally/unally, etc.)

Although I remember seeing a map with more than 6 forces, but I searched and can't find it, so I'll let someone else answer that.
 
Level 11
Joined
Jun 2, 2004
Messages
849
While I couldn't find the solution I was originally looking for, I did find a solution to my particular problem:
- It's possible to determine what color a player chose in the lobby by using the Color of Player function, and I wrote a function to convert this to an integer (laboriously comparing it to red, blue, etc). Colors are important in my map and I previously didn't have a way to know what color a player was except for what slot they were in.
- As for teams, I ultimately didn't care all that much about the teams set in the lobby; they're made irrelevant in game anyway. Any hypothetical FFA map can just enforce separate teams at the start with triggers.


So, as far as I can tell, there's no way to have a map with 12 players while enforcing each to have separate teams and predefined colors in the lobby. With 6 or less, you can just put them on forces of their own, but the game maxes at 6 forces. With 11 or less, you can just have a fake computer opponent in a second force.
 
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