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iwhjeg
11-24-2007, 5:17 AM
It's a 1-on-1 UMS map with neutral capturable buildings. There are mines in the middle to impede early expansion. The problem is that the mines always come out as neutral, and will not attack anyone.

Force 1: Player one.
Force 2: Player two.
Force 3: Neutral (structures).
Force 4: Player 4 - Computer (just mines).

We've tried setting P4's Ally Status with P1+2 to Enemy from both sides, and various other fruitless similar attempts. In single-player tests, we've seen the mines hostile, then tested it with two players, and the mines are back to neutral. It's making me mad. What's going on with this thing?

Basan
11-24-2007, 5:51 AM
Remove P4's starting location to see if they end up being more hostile (for both Hu players). :confused: That's the only thing that I recall at the moment that probably could pull it off.

iwhjeg
11-24-2007, 9:15 AM
Nothing. Thanks anyhow.

I tried a weird chain of triggers that worked on another map...

I made P4 an empty Human slot, then created individual locations for all 65 mines, and placed them on the map in-game through triggers for a neutral player. Then I used "Give units" to move them to P4.

Nothing.


This program is broken! :cuss:

ZergSwarms
11-24-2007, 10:03 AM
You might want to try giving the mines to another computer player. Or maybe divide them up between two computer players.

Also note: Mines alone won't stop an early expansion too well. Worker units can float right over mines unharmed.

iwhjeg
11-24-2007, 10:54 AM
There are no worker units, but thank you for the effort.

It is solved, at an extreme stretch of the term. The cure is probably worse than the disease.

http://www.warboards.org/showthread.php?t=5669&highlight=alliance+ally

I'm not at all closer to retracting the last statement in my previous post, but if the solution helps anyone, there it is -- you can't change an AI's alliance unless it's running a script and messing up your 1v1 UMS map.

Maybe I can stuff it in the corner in an invincible, immobile command center, and blow up any SCVs it makes. Ooh yes -- I can spawn SPIDER MINES there. :chair: (If there's a way to get them to go after the workers, I'll find it.)

But torturing the AI script doesn't go far towards making the map run properly... If I find a more reasonable way to make the thing do what I'm telling it to do, I'll post back with that.

Fiendwurm
11-24-2007, 11:05 AM
have you tried giving the comp a building? It's just a random guess but it might help

SilverCrusader
11-24-2007, 11:24 AM
Give them to an obs players, and make it so the obs player cannot ally the regular players.

apostolos
11-24-2007, 12:13 PM
Have you tried the mines with a marine, zergling, or zealot? If not, you should do because as far as I know, mines don't attack workers.

masterofhobbiton
11-27-2007, 12:55 AM
Mines don't attack any hovering units.

Basan
11-27-2007, 5:41 PM
Well, he could try to replace the Mines for a Scarab whenever a player steps into its location. Maybe that'll work for those pesky hovering units (such as workers or HT's). ;)

masterofhobbiton
11-27-2007, 7:27 PM
Or you can have some DT... You can't see 'em, but the spider mines attack them and splash kills the workers?