alliance

substance

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Working on a '-balance' system on my map and im trying to setup alliance changes. The names for all the types, however, are vague and I dont know what most do. So If I move a player from the red team to the blue team, I would assume I'd do something like :



That doesnt work, so how should I got about doing it? And does 'ALLIANCE_SHARED_ADVANCED_CONTROL' do anything? it doesnt seem to work.

**edit**Oh and I tried a loop too, but it didnt work either :

JASS:
       if IsPlayerInForce(movingplayer, RedTeam) then
           loop
             exitwhen i == 12
             if IsPlayerInForce(Player(i), RedTeam) then
                call SetPlayerAlliance(Player(i), movingplayer, ALLIANCE_PASSIVE,       true)
                call SetPlayerAlliance(Player(i), movingplayer, ALLIANCE_HELP_REQUEST,  true)
                call SetPlayerAlliance(Player(i), movingplayer, ALLIANCE_HELP_RESPONSE, true)
                call SetPlayerAlliance(Player(i), movingplayer, ALLIANCE_SHARED_XP,     true)
                call SetPlayerAlliance(Player(i), movingplayer, ALLIANCE_SHARED_SPELLS, false)                
                call SetPlayerAlliance(movingplayer, Player(i), ALLIANCE_PASSIVE,       true)
                call SetPlayerAlliance(movingplayer, Player(i), ALLIANCE_HELP_REQUEST,  true)
                call SetPlayerAlliance(movingplayer, Player(i), ALLIANCE_HELP_RESPONSE, true)
                call SetPlayerAlliance(movingplayer, Player(i), ALLIANCE_SHARED_XP,     true)
                call SetPlayerAlliance(movingplayer, Player(i), ALLIANCE_SHARED_SPELLS, false)
             endif
             set i = i + 1
          endloop
 
As far as I know ALLIANCE_SHARED_ADVANCED_CONTROL is full unit sharing, it's what makes you able to control a players units and buildings after he leaves a game.

Just a question to your script, do you remove and add the player from one force to the other before the if statement?

*Edit*
Anyways, this one worked for me:
JASS:
function ChangePlayerForce takes player whichplayer, force oldforce, force newforce returns nothing
    local integer i = 0
    local integer a = GetPlayers()
    
    call ForceRemovePlayer(oldforce,whichplayer)
    call ForceAddPlayer(newforce,whichplayer)  
    loop
        exitwhen i > a
        if IsPlayerInForce(Player(i),newforce) and Player(i) != whichplayer then
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_PASSIVE,true)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_HELP_REQUEST,true)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_HELP_RESPONSE,true)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_SHARED_XP,true)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_SHARED_SPELLS,true)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_PASSIVE,true)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_HELP_REQUEST,true)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_HELP_RESPONSE,true)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_SHARED_XP,true)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_SHARED_SPELLS,true)
        elseif IsPlayerInForce(Player(i),oldforce) and Player(i) != whichplayer then
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_PASSIVE,false)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_HELP_REQUEST,false)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_HELP_RESPONSE,false)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_SHARED_XP,false)
            call SetPlayerAlliance(whichplayer,Player(i),ALLIANCE_SHARED_SPELLS,false)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_PASSIVE,false)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_HELP_REQUEST,false)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_HELP_RESPONSE,false)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_SHARED_XP,false)
            call SetPlayerAlliance(Player(i),whichplayer,ALLIANCE_SHARED_SPELLS,false)
        endif
        set i = i+1
    endloop
endfunction
 
Yeh that's pretty much exactly what i have.

** I just noticed that my 'Allies' buttin in-game is un-clickable.. is that because i was testing in singleplayer? Maybe I locked ally properties a long time ago. Well if I did, shouldnt my triggering overwrite it anyway :/
 
Hmm, well I have 'Fixed Player Settings' checked in the forces tab in the scenarrio properties.. maybe that's keeping me from switchinf allies.

When I uncheck it, though, it messes everything up 8[
 
try looking under the 'Game' tag in the trigger actions im pretty sure there is an option there to unlock the ally properties cause i know i seen it once there
 
dont see what you're reffering too.

And I just managed to give one player control of another player so maybe alliance setting arent locked and those commands just dont work?

well, actually tom said his worked so i guess it IS my map.

hmm
 
here:
Code:
Game - Set Lock alliance settings to On
u can find it in Game tag in - "Game - Set Map Flag"
 
it won't solve ur problem above cause it only locks for players but it doesn't limit the triggers action
 
> I just noticed that my 'Allies' buttin in-game is un-clickable.. is that because i was testing in singleplayer?

It shouldn' t cause it. If you can give gold and lumber in ordinary melee game in single player to your AI allies then it should work for you also.

JASS:
function AllyEnemy takes player sourcePlayer, player otherPlayer, boolean flag returns nothing
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_PASSIVE, flag)
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_HELP_REQUEST, flag)
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_HELP_RESPONSE, flag)
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_XP, flag)
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_SPELLS, flag)
    call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_VISION, flag)
endfunction


function InitTrig_AllyEnemy takes nothing returns nothing
    local integer playerIndex=0

    // Force 1
    loop
        exitwhen playerIndex>12
            if playerIndex<=6 then
                // Ally
                call AllyEnemy(Player(playerIndex),Player(13), true)
                call AllyEnemy(Player(13),Player(playerIndex), true)
            else
                // Enemy
                call AllyEnemy(Player(playerIndex),Player(13), false)
                call AllyEnemy(Player(13),Player(playerIndex), false)
            endif
        set playerIndex=playerIndex+1
    endloop

    set playerIndex=0

    // Force 2
    loop
        exitwhen playerIndex>11
            if playerIndex<=6 then
                // Ally
                call AllyEnemy(Player(playerIndex),Player(14), false)
                call AllyEnemy(Player(14),Player(playerIndex), false)
            else
                // Enemy
                call AllyEnemy(Player(playerIndex),Player(14), true)
                call AllyEnemy(Player(14),Player(playerIndex), true)
            endif
        set playerIndex=playerIndex+1
    endloop
    
    // NEUTRAL HOSTILE & EXTRA
    call AllyEnemy(Player(12),Player(14), false)
    call AllyEnemy(Player(14),Player(12), false)

    // NEUTRAL HOSTILE & VICTIM
    call AllyEnemy(Player(13),Player(14), false)
    call AllyEnemy(Player(14),Player(13), false)
endfunction

I have used this trigger in our BatleShips Extrm map. It sets alliance settings in Map Initialization. Modify it a bit and you can use it.
 
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