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Force separate teams and colors

Discussion in 'World Editor Help Zone' started by Kaijyuu, May 25, 2016.

  1. Kaijyuu

    Kaijyuu

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    [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.
     
    Last edited: May 26, 2016
  2. Alright

    Alright

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    Use the fixed force settings in scenario - force settings, so they can't pick colors and set things you didn't want to set.
     
  3. Kaijyuu

    Kaijyuu

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    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.
     
  4. Alright

    Alright

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    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.
     
  5. antonio.piczon321

    antonio.piczon321

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    Put one player on the other team. Rename the force "enemy" or just put a " " space as a name. Then you have plenty of players to be played. 11 is plenty enough.

    But if you don't like my idea, you should go with the 6 vs 6 players...
     
  6. Kaijyuu

    Kaijyuu

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    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.