alliance

substance

New Member
Reaction score
34
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
 

Tom Jones

N/A
Reaction score
437
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
 

substance

New Member
Reaction score
34
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 :/
 

substance

New Member
Reaction score
34
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[
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
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
 

substance

New Member
Reaction score
34
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
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
here:
Code:
Game - Set Lock alliance settings to On
u can find it in Game tag in - "Game - Set Map Flag"
 

Doom-Angel

Jass User (Just started using NewGen)
Reaction score
167
it won't solve ur problem above cause it only locks for players but it doesn't limit the triggers action
 

Sooda

Diversity enchants
Reaction score
318
> 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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