Neutral Victim/Extra

Arcane

You can change this now in User CP.
Neutral extra still attacks everybody, and neutral victim still attacks nobody...

JASS:
function NeutralUnally takes nothing returns nothing
    call SetPlayerAlliance(Player(bj_PLAYER_NEUTRAL_VICTIM), Player(bj_PLAYER_NEUTRAL_EXTRA), ALLIANCE_PASSIVE, false)
endfunction




JASS:


JASS:
//ALLY AND COLOR
set udg_TheWhiteHand = GetPlayersAllies(Player(0))
set udg_TheBlackCircle = GetPlayersAllies(Player(6))
call SetPlayerColor( Player(bj_PLAYER_NEUTRAL_EXTRA), PLAYER_COLOR_BROWN)
call SetPlayerColor( Player(bj_PLAYER_NEUTRAL_VICTIM), PLAYER_COLOR_AQUA)
call ForForce(udg_TheBlackCircle, function BlackCircleAlly)
call ForForce(udg_TheWhiteHand, function WhiteHandAlly)
endfunction


JASS:
function InitTrig_Initialization takes nothing returns nothing
    set gg_trg_Initialization = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Initialization, 0.00 )
    call TriggerAddAction( gg_trg_Initialization, function Trig_Initialization_Actions )
    call ExecuteFunc("NeutralUnally")
endfunction
 

Arcane

You can change this now in User CP.
Oh. Well, it's hard to know when it's okay to use BJs for someone as inexperienced as me... *grumbles*
 

Arcane

You can change this now in User CP.
ARGH!

That's my entire trigger right there, and the only one in my map currently... neutral victim still doesn't attack anybody, but is attacked by everybody, and neutral extra still attacks everybody, and is attacked by everybody...

JASS:
function NeutralHostility takes nothing returns nothing
    call SetPlayerAllianceStateBJ(Player(bj_PLAYER_NEUTRAL_VICTIM), Player(bj_PLAYER_NEUTRAL_EXTRA), bj_ALLIANCE_UNALLIED)
endfunction

function BlackCircleAlly takes nothing returns nothing
    call SetPlayerAllianceStateBJ( Player(bj_PLAYER_NEUTRAL_EXTRA), GetEnumPlayer(), bj_ALLIANCE_ALLIED_VISION )
    call SetPlayerAllianceStateBJ( GetEnumPlayer(), Player(bj_PLAYER_NEUTRAL_EXTRA), bj_ALLIANCE_ALLIED_VISION )
    call SetPlayerAllianceStateBJ( Player(bj_PLAYER_NEUTRAL_VICTIM), GetEnumPlayer(), bj_ALLIANCE_UNALLIED )
endfunction

function WhiteHandAlly takes nothing returns nothing
    call SetPlayerAllianceStateBJ( Player(bj_PLAYER_NEUTRAL_VICTIM), GetEnumPlayer(), bj_ALLIANCE_ALLIED_VISION )
    call SetPlayerAllianceStateBJ( GetEnumPlayer(), Player(bj_PLAYER_NEUTRAL_VICTIM), bj_ALLIANCE_ALLIED_VISION )
    call SetPlayerAllianceStateBJ( Player(bj_PLAYER_NEUTRAL_EXTRA), GetEnumPlayer(), bj_ALLIANCE_UNALLIED )
endfunction

function Trig_Initialization_Actions takes nothing returns nothing
    //BUILDING SPAWN
    //Main
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'unp2', -9472.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'hcas', 9472.0, 0, bj_UNIT_FACING)
    //Center mains
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'usep', -8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'usep', -8192.0, -512.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'hbar', 8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'hbar', 8192.0, -512.0, bj_UNIT_FACING)
    //Top expansion main
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'usep', -5120.0, 6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'hbar', 5120.0, 6016.0, bj_UNIT_FACING)
    //Bottom expansion main
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'usep', -5120.0, -6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'hbar', 5120.0, -6016.0, bj_UNIT_FACING)
    //Top expansion towers
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -5210.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -4864.0, 6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 5120.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 4864.0, 6528.0, bj_UNIT_FACING)
    //Bottom expansion towers
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -5210.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -4864.0, -6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 5120.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 4864.0, -6528.0, bj_UNIT_FACING)
    //Center towers
    //back
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -9728.0, -384.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 9728.0, -384.0, bj_UNIT_FACING)
    //top
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -8475.0, 768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 8475.0, 768.0, bj_UNIT_FACING)
    //bot
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -8475.0, -768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 8475.0, -768.0, bj_UNIT_FACING)
    //front
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntt1', -6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA), 'ntx2', -6912.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'nbt1', 6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(bj_PLAYER_NEUTRAL_VICTIM), 'net2', 6912.0, 0, bj_UNIT_FACING)

    //ALLY AND COLOR
    set udg_TheWhiteHand = GetPlayersAllies(Player(0))
    set udg_TheBlackCircle = GetPlayersAllies(Player(6))
    call SetPlayerColor( Player(bj_PLAYER_NEUTRAL_EXTRA), PLAYER_COLOR_BROWN)
    call SetPlayerColor( Player(bj_PLAYER_NEUTRAL_VICTIM), PLAYER_COLOR_AQUA)
    call ForForce(udg_TheBlackCircle, function BlackCircleAlly)
    call ForForce(udg_TheWhiteHand, function WhiteHandAlly)
endfunction

//===========================================================================
function InitTrig_Initialization takes nothing returns nothing
    set gg_trg_Initialization = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Initialization, 0.00 )
    call TriggerAddAction( gg_trg_Initialization, function Trig_Initialization_Actions )
    call ExecuteFunc("NeutralHostility")
endfunction
 

Arcane

You can change this now in User CP.
@Firstly: what?
@Secondly: Doesn't work. I even tried 3 seconds.
 

Arcane

You can change this now in User CP.
I tried by putting units onto the map of player 1, 2, 6, and 7. All of them get the same results.
 

Jesus4Lyf

Good Idea™
Debug it...
- Try adding the players to your black/white "player groups" manually.
- If that fails still fails, call a simple function from inside the ForGroup function that displays the picked player's player names.
If they don't show up, you got issues.
If they do, then there is in fact a problem with the way you're setting the alliances. I suspect its a problem with your forces though (player groups).

I just tried:And it works perfectly. That's neutral hostile. Prooves the function layout is right.

Just play with things and see how far the arguments get passed.
 

Arcane

You can change this now in User CP.
Made a de_bug function which went through a player group and displayed all the player names, worked perfectly.

I did some more research on this subject though, and redid my coding...
Now Neutral Victim correctly attacks players from the other force, but is still attacked by everybody, and Neutral Extra still proceeds to get attacked by all, and attack all.

Maybe the error is in the organization of the functions? Because I think I solved the Neutral Victim not attacking opponents problem by moving the Neutral Hostility function downwards...

Edit: Oh yeah, tried both Bj and native ally functions, both of them work the same really.
Edited edit: ^Scrap that. Shared vision doesn't seem to work when using natives (the current code).
Edited edited edit: Added a small scrap of code that prevents heroes from being changed sides, and placed a paladin on the map for player 1 - myself - at map initialization, the paladin automatically goes to attack the nearby neutral victim tower, but when I move him away, he doesn't auto acquire it again.
Edited edited edited edit: Added another small scrap of code which created units for player 2 and player 7 in the bases of neutral victim and neutral extra respectively five seconds after everything else is run. They still auto-acquire, and the one in the neutral extra base still gets pwned.


JASS:
function de_bug takes nothing returns nothing
    call DisplayTextToForce(udg_TheWhiteHandPlayerGroup, GetPlayerName(GetEnumPlayer()))
endfunction

//Changes The White Hand alliance settings
function TheWhiteHandAlly takes nothing returns nothing
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_VISION, true)
endfunction

//Changes The Black Circle alliance settings
function TheBlackCircleAlly takes nothing returns nothing
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_VISION, true)
endfunction

//Makes The White Hand and The Black Circle hostile to each other
function NeutralHostility takes nothing returns nothing
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_VISION, false)
endfunction

//Adds all picked units to The White Hand unit group
function AddToGroupTWH takes nothing returns nothing
    call GroupAddUnit(udg_TheWhiteHandUnitGroup, GetEnumUnit())
endfunction

//Adds all picked units to The Black Circle unit group
function AddToGroupTBC takes nothing returns nothing
    call GroupAddUnit(udg_TheBlackCircleUnitGroup, GetEnumUnit())
endfunction

//Sets The White Hand to player 13 and changes its color
function WhiteHandConvert takes nothing returns nothing
    call SetUnitOwner(GetEnumUnit(), Player(13), false)
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call SetUnitColor(GetEnumUnit(), PLAYER_COLOR_AQUA)
    endif    
endfunction

//Sets The Black Circle to player 14 and changes its color
function BlackCircleConvert takes nothing returns nothing
    call SetUnitOwner(GetEnumUnit(), Player(14), false)
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call SetUnitColor(GetEnumUnit(), PLAYER_COLOR_BROWN)
    endif
endfunction

function Trig_Initialization_Actions takes nothing returns nothing
    //Spawns buildings for player 1 and player 7.
    //Main
    call CreateUnit(Player(0), 'hcas', 9472.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'unp2', -9472.0, 0, bj_UNIT_FACING)
    //Center mains
    call CreateUnit(Player(0), 'hbar', 8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'hbar', 8192.0, -512.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'usep', -8192.0, -512.0, bj_UNIT_FACING)
    //Top expansion main
    call CreateUnit(Player(0), 'hbar', 5120.0, 6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -5120.0, 6016.0, bj_UNIT_FACING)
    //Bottom expansion main
    call CreateUnit(Player(0), 'hbar', 5120.0, -6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -5120.0, -6016.0, bj_UNIT_FACING)
    //Top expansion towers
    call CreateUnit(Player(0), 'nbt1', 4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 5120.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 4864.0, 6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -5210.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -4864.0, 6528.0, bj_UNIT_FACING)
    //Bottom expansion towers
    call CreateUnit(Player(0), 'nbt1', 4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 5120.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 4864.0, -6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -5210.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -4864.0, -6528.0, bj_UNIT_FACING)
    //Center towers
    //back
    call CreateUnit(Player(0), 'net2', 9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 9728.0, -384.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntx2', -9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -9728.0, -384.0, bj_UNIT_FACING)
    //top
    call CreateUnit(Player(0), 'nbt1', 7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 8475.0, 768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -8475.0, 768.0, bj_UNIT_FACING)
    //bot
    call CreateUnit(Player(0), 'nbt1', 7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 8475.0, -768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -8475.0, -768.0, bj_UNIT_FACING)
    //front
    call CreateUnit(Player(0), 'nbt1', 6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 6912.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -6912.0, 0, bj_UNIT_FACING)
    
    
    //Calls the functions that convert player 1 and player 6's spawned buildings to
    //neutral extra and neutral victim, also calls the functions that sets the alliance
    //settings of the forces
    set udg_TheWhiteHandUnitGroup = CreateGroup()
    set udg_TheBlackCircleUnitGroup = CreateGroup()
    call ForGroup( GetUnitsOfPlayerAll(Player(0)), function AddToGroupTWH)
    call ForGroup( GetUnitsOfPlayerAll(Player(6)), function AddToGroupTBC)
    call ForGroup(udg_TheWhiteHandUnitGroup, function WhiteHandConvert)
    call ForGroup(udg_TheBlackCircleUnitGroup, function BlackCircleConvert)
    set udg_TheWhiteHandPlayerGroup = GetPlayersAllies(Player(0))
    set udg_TheBlackCirclePlayerGroup = GetPlayersAllies(Player(6))
    call ForForce(udg_TheWhiteHandPlayerGroup, function TheWhiteHandAlly)
    call ForForce(udg_TheBlackCirclePlayerGroup, function TheBlackCircleAlly)
    call ForForce(udg_TheWhiteHandPlayerGroup, function de_bug)
    call SetPlayerName(Player(13), "|cff2f4f4fThe White Hand|r")
    call SetPlayerName(Player(13), "|cff8b4513The Black Circle|r")
    call ForceAddPlayer(udg_TheWhiteHandPlayerGroup, Player(13))
    call ForceAddPlayer(udg_TheBlackCirclePlayerGroup, Player(14))
    call SetPlayerTeam(Player(13), 0)
    call SetPlayerTeam(Player(14), 6)
    call SetPlayerState(Player(13), PLAYER_STATE_ALLIED_VICTORY, 1)
    call SetPlayerState(Player(14), PLAYER_STATE_ALLIED_VICTORY, 1)
    call SetPlayerController(Player(13), MAP_CONTROL_COMPUTER)
    call SetPlayerController(Player(14), MAP_CONTROL_COMPUTER)
    call SetPlayerRacePreference(Player(14), RACE_PREF_HUMAN)
    call SetPlayerRacePreference(Player(14), RACE_PREF_UNDEAD)
    call EnableOcclusion(true)
    call ExecuteFunc("NeutralHostility")
    call GroupClear(udg_TheWhiteHandUnitGroup)
    call GroupClear(udg_TheBlackCircleUnitGroup)
    call ForceClear(udg_TheWhiteHandPlayerGroup)
    call ForceClear(udg_TheBlackCirclePlayerGroup)
    call DestroyGroup(udg_TheWhiteHandUnitGroup)
    call DestroyGroup(udg_TheBlackCircleUnitGroup)
    call DestroyForce(udg_TheWhiteHandPlayerGroup)
    call DestroyForce(udg_TheBlackCirclePlayerGroup)
endfunction

//===========================================================================
function InitTrig_Initialization takes nothing returns nothing
    set gg_trg_Initialization = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Initialization, 0.00 )
    call TriggerAddAction( gg_trg_Initialization, function Trig_Initialization_Actions )
endfunction
 

Arcane

You can change this now in User CP.
Two ways now. Still does not work. Strangely, neutral victim doesn't attack anymore!

Stupid code, this is extremely frustrating.

JASS:
function de_bug takes nothing returns nothing
    call DisplayTextToForce(udg_TheWhiteHandPlayerGroup, GetPlayerName(GetEnumPlayer()))
endfunction

//Changes The White Hand alliance settings
function TheWhiteHandAlly takes nothing returns nothing
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_VISION, true)
    //
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_VISION, true)
endfunction

//Changes The Black Circle alliance settings
function TheBlackCircleAlly takes nothing returns nothing
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(GetEnumPlayer(), Player(13), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(Player(13), GetEnumPlayer(), ALLIANCE_SHARED_VISION, false)
    //
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(GetEnumPlayer(), Player(14), ALLIANCE_SHARED_VISION,true)
    //
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_PASSIVE, true)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_HELP_REQUEST, true)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_HELP_RESPONSE, true)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_XP, true)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_SPELLS, true)
    call SetPlayerAlliance(Player(14), GetEnumPlayer(), ALLIANCE_SHARED_VISION, true)
endfunction

//Makes The White Hand and The Black Circle hostile to each other
function NeutralHostility takes nothing returns nothing
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_PASSIVE, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_HELP_REQUEST, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_HELP_RESPONSE, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_XP, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_SPELLS, false)
    call SetPlayerAlliance(Player(13), Player(14), ALLIANCE_SHARED_VISION, false)
endfunction

//Adds all picked units to The White Hand unit group
function AddToGroupTWH takes nothing returns nothing
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call GroupAddUnit(udg_TheWhiteHandUnitGroup, GetEnumUnit())
    endif
endfunction

//Adds all picked units to The Black Circle unit group
function AddToGroupTBC takes nothing returns nothing
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call GroupAddUnit(udg_TheBlackCircleUnitGroup, GetEnumUnit())
    endif
endfunction

//Sets The White Hand to player 13 and changes its color
function WhiteHandConvert takes nothing returns nothing
    call SetUnitOwner(GetEnumUnit(), Player(13), false)
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call SetUnitColor(GetEnumUnit(), PLAYER_COLOR_AQUA)
    endif    
endfunction

//Sets The Black Circle to player 14 and changes its color
function BlackCircleConvert takes nothing returns nothing
    call SetUnitOwner(GetEnumUnit(), Player(14), false)
    if IsUnitType(GetEnumUnit(), UNIT_TYPE_HERO) == false then
        call SetUnitColor(GetEnumUnit(), PLAYER_COLOR_BROWN)
    endif
endfunction

function Trig_Initialization_Actions takes nothing returns nothing
    //Spawns buildings for player 1 and player 7.
    //Main
    call CreateUnit(Player(0), 'hcas', 9472.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'unp2', -9472.0, 0, bj_UNIT_FACING)
    //Center mains
    call CreateUnit(Player(0), 'hbar', 8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'hbar', 8192.0, -512.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -8192.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'usep', -8192.0, -512.0, bj_UNIT_FACING)
    //Top expansion main
    call CreateUnit(Player(0), 'hbar', 5120.0, 6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -5120.0, 6016.0, bj_UNIT_FACING)
    //Bottom expansion main
    call CreateUnit(Player(0), 'hbar', 5120.0, -6016.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'usep', -5120.0, -6016.0, bj_UNIT_FACING)
    //Top expansion towers
    call CreateUnit(Player(0), 'nbt1', 4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 5120.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 4864.0, 6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -4096.0, 5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -4096.0, 6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -5210.0, 5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -4864.0, 6528.0, bj_UNIT_FACING)
    //Bottom expansion towers
    call CreateUnit(Player(0), 'nbt1', 4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 5120.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 4864.0, -6528.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -4096.0, -5504.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -4096.0, -6528.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -5210.0, -5632.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -4864.0, -6528.0, bj_UNIT_FACING)
    //Center towers
    //back
    call CreateUnit(Player(0), 'net2', 9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 9728.0, -384.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntx2', -9728.0, 384.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -9728.0, -384.0, bj_UNIT_FACING)
    //top
    call CreateUnit(Player(0), 'nbt1', 7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 8475.0, 768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -7296.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -8448.0, 1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -7680.0, 1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -8475.0, 768.0, bj_UNIT_FACING)
    //bot
    call CreateUnit(Player(0), 'nbt1', 7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 8475.0, -768.0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -7296.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -8448.0, -1536.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -7680.0, -1024.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -8475.0, -768.0, bj_UNIT_FACING)
    //front
    call CreateUnit(Player(0), 'nbt1', 6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'nbt1', 6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(0), 'net2', 6912.0, 0, bj_UNIT_FACING)
    //
    call CreateUnit(Player(6), 'ntt1', -6400.0, -512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6400.0, 512.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6144.0, -768.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntt1', -6144.0, 768.0, bj_UNIT_FACING)
    call CreateUnit(Player(6), 'ntx2', -6912.0, 0, bj_UNIT_FACING)
    
    
    //Calls the functions that convert player 1 and player 6's spawned buildings to
    //neutral extra and neutral victim, also calls the functions that sets the alliance
    //settings of the forces
    set udg_TheWhiteHandUnitGroup = CreateGroup()
    set udg_TheBlackCircleUnitGroup = CreateGroup()
    call ForGroup( GetUnitsOfPlayerAll(Player(0)), function AddToGroupTWH)
    call ForGroup( GetUnitsOfPlayerAll(Player(6)), function AddToGroupTBC)
    call ForGroup(udg_TheWhiteHandUnitGroup, function WhiteHandConvert)
    call ForGroup(udg_TheBlackCircleUnitGroup, function BlackCircleConvert)
    set udg_TheWhiteHandPlayerGroup = GetPlayersAllies(Player(0))
    set udg_TheBlackCirclePlayerGroup = GetPlayersAllies(Player(6))
    call ForForce(udg_TheWhiteHandPlayerGroup, function TheWhiteHandAlly)
    call ForForce(udg_TheBlackCirclePlayerGroup, function TheBlackCircleAlly)
    call ForForce(udg_TheWhiteHandPlayerGroup, function de_bug)
    call SetPlayerName(Player(13), "|cff2f4f4fThe White Hand|r")
    call SetPlayerName(Player(13), "|cff8b4513The Black Circle|r")
    call ForceAddPlayer(udg_TheWhiteHandPlayerGroup, Player(13))
    call ForceAddPlayer(udg_TheBlackCirclePlayerGroup, Player(14))
    call SetPlayerTeam(Player(13), 0)
    call SetPlayerTeam(Player(14), 6)
    call SetPlayerState(Player(13), PLAYER_STATE_ALLIED_VICTORY, 1)
    call SetPlayerState(Player(14), PLAYER_STATE_ALLIED_VICTORY, 1)
    call SetPlayerController(Player(13), MAP_CONTROL_COMPUTER)
    call SetPlayerController(Player(14), MAP_CONTROL_COMPUTER)
    call SetPlayerRacePreference(Player(14), RACE_PREF_HUMAN)
    call SetPlayerRacePreference(Player(14), RACE_PREF_UNDEAD)
    call EnableOcclusion(true)
    call ExecuteFunc("NeutralHostility")
    call GroupClear(udg_TheWhiteHandUnitGroup)
    call GroupClear(udg_TheBlackCircleUnitGroup)
    call ForceClear(udg_TheWhiteHandPlayerGroup)
    call ForceClear(udg_TheBlackCirclePlayerGroup)
    call DestroyGroup(udg_TheWhiteHandUnitGroup)
    call DestroyGroup(udg_TheBlackCircleUnitGroup)
    call DestroyForce(udg_TheWhiteHandPlayerGroup)
    call DestroyForce(udg_TheBlackCirclePlayerGroup)
endfunction

//===========================================================================
function InitTrig_Initialization takes nothing returns nothing
    set gg_trg_Initialization = CreateTrigger(  )
    call TriggerRegisterTimerEventSingle( gg_trg_Initialization, 0.00 )
    call TriggerAddAction( gg_trg_Initialization, function Trig_Initialization_Actions )
endfunction
 

Arkan

Nobody rides for free
Remember that extra/victim won't attack buildings unless you trigger them to do so.
 

Jesus4Lyf

Good Idea™
Meh. Here.

Try calling that. Should magically fix everything. I uh... Didn't test it at all. Or even run it by the syntax checker (I used to write hundreds of lines without comments or spaces using notepad though). But at very least it should present a neater method. I've assumed you have 2 teams, and one is allied to Player 1, and the other team is enemied to Player 1. Merry Christmas. :p

Hope it works...
 
General chit-chat
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  • The Helper The Helper:
    I was hoping you were going to say you wanted to be a cook and wished to open up a Food Truck there are so many opportunities for that here
  • The Helper The Helper:
    you can only open the bar if you sell food and a food truck in the parking lot counts
  • The Helper The Helper:
    here in houston
  • The Helper The Helper:
    most bars are struggling to build food prep and even some I know are doing there own food trucks
  • The Helper The Helper:
    but yeah man you should come to Houston there is so much more opportunity here than San Antonio. Just look at all the homeless people on the Riverwalk and downtown there you cannot even walk down the street without getting mobbed them
  • The Helper The Helper:
    check out this place apparently it is the best roommate site out there roommates.com lol
  • Varine Varine:
    The homeless people reminded me of New York
  • Varine Varine:
    I'll check it out, my lease expires in like a few months so I need to figure something out.
  • Varine Varine:
    I tried to open a food truck in Sandpoint a few years ago but the city said no, then like two years later they passed new laws to encourage it and gave them all fucking tax breaks and shit. And at that point I didn't have enough money to go buy one so I was way too late to the game once other cities realized they could just bring their existing truck there, or sell their brick and mortar.
  • Varine Varine:
    I do like food trucks though, they're way more fun than restaurants and usually I also get some of that tip money there.
  • Varine Varine:
    Restaurants are really hard if you don't have a back up source of income to fund them sometimes, in my experience most owners either got really really lucky, had existing money that allowed them to buy an already successful one, or they have family money to fall back on for loans. It's few and far between to see very inspiring success stories where the person actually got it through hard work and perseverance. I thought about opening one lots and I always just end up not thinking it'll work. I would much rather just find someone that has that money and go work for them
  • The Helper The Helper:
    i am not talking about opening a brick and mortar I am talking about food trucks though I have seen some brick and mortar mexican places open up during covid that are doing good because there food is awesome!
  • The Helper The Helper:
    Food trucks are killing out here because Bars cannot open unless they sell food and the governor ok'd the use of a food truck in front as serving food
  • The Helper The Helper:
    Just not enough food trucks
  • The Helper The Helper:
    a buddy of mine just opened up a food truck and he is killing it but he is a great cook and has awesome food right in the middle of the pandemic too food trucks are immune to pandemic because they are take out in Texas you will always be able to get take out or delivery
  • The Helper The Helper:
    He is in the different food facebook groups in houston and posts videos of him making his food
  • The Helper The Helper:
    he is killing it
  • jonas jonas:
    @Varine with the restaurants, there surely is a lot of luck and hard work but most restaurants fail because they suck. Flair isn't right, economics not well thought through, food is mediocre or sucks, location is bad, etc. If you're thinking about opening one, make sure you're looking at the stories of those that would be playing at your level, don't let your hopes be dragged down by all the subpar restaurants out there.
  • jonas jonas:
    I'm a bit worried about the future of data science, there's an influx of incompetent people hired by incompetent managers, that can't last. But I'm sure smart data scientists will always be useful and hireable. Same as smart security people.
  • jonas jonas:
    My sister in law worked in a vegan food truck, the owners were also making a killing, added several trucks and opened two restaurants over 5 years
  • Ghan Ghan:
    The CompTIA stuff is pretty much crap unfortunately. The places that ask for those low-level certs aren't likely places you want to work. For IT you really want a degree, but in the meantime you need to figure out some way to learn the skills. Cybersecurity is really hot right now so competition is fierce.
  • tom_mai78101 tom_mai78101:
    I realized I don't have anything much to say, other than "Good luck!". Compared to other places, I'm just very lucky we didn't have a lot of surges of cases coming in.
  • The Helper The Helper:
    My daughter just got back from school at Georgetown TX, outside of Austin and said there were 100 cases in the last week but she also said nobody was wearing a mask anywhere so people mask up and stay safe!
    +2
  • thewrongvine thewrongvine:
    happy thanksgiving folks!
    +1

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