[:1]I have been spending the majority of my time on a map I like to call "LOST: The Game". It is a 12-person map that I have designed utilizing custom heroes, abilities, buildings, items and quests specific to each player as well as shared quests all taking place on an epic island filled with many interior locations.
Recently with he have been experiencing issues I've been calling "tangent games" for lack of a better term. While playing and hosting the lap from LAN with 4 people situations have occurred where the game timeline forks creating a separate scenario for 2 players in which the other 2 players become controlled by AI. The 2 players connected to each game can see each others chat, but cannot communicate with the players in the "tangent game". Both pairs can continue playing the game in their separate "tangent games" but can never interact with the "tangent players"... (cue )
It has happened numerous times (as well as 3 player games) but seems to not occur when there are only 2 players playing. I have not been able to test the game online, but would like to. The first occurrence I noticed was during a 3 player LAN game when an item dropped on death from a neutral hostile hero both players picked up the item. This created the "tangent game" in which player 1 had the item and player 2 did not, and player 2 & 3 were no longer user-controlled. In their "tangent game" player 2 had received the item and was able to interact with player 3, while player 1 was not.
At this time I would like to apologize for the length of my query, but I feel like I have literally hit a brick wall in this mapmaking process and would REALLY appreciate any insight from those who have experienced similar problems, advanced mapmakers, or anyone who has taken the time to finish reading this. Please help me finish this map!!|||This problem is probably caused by quests since they're only meant for single player games. Remove all quests (and save first then remove the quest if it dosen't work!) and the map should work properly.|||Thanks so much for taking the time to respond to my post!! I figured it had to do with quests, because I added them in recently and the problem has only been occurring for the past few weeks.
I will try what you said and let you know the results. In the meantime has anyone else been able to figure out a way to implement custom objectives into the game for specific players without utilizing "Quests". And one last thing, would it still be bad to have "Quests" that are simply text within the quest journal that don't correspond to any quest requirements/objectives which are triggered by certain actions?? If not I will simply have to find another way, thanks so much.|||It's very easy to make objectives instead of quest.
heres an example of an objective that invovlves killing a unit to gain an item
You will need 2 triggers for this.
1 for the message displayed to the players notifiying them that you must kill a specific unit to gain item.
Time- Every 20 second of game time
Condition-
Action- Display to allplayers the message: Objective: Kill the Lich King to gain a special item!
and the other for the actually trigger
Event- A unit dies
Condition- Unit type of dying unit is equal to Lich King
Action- Hero- Create an (Your item here) and give it to killing unit
Display to all players the message: Objective complete!
End of example.
Also, can I get a example of what kind of objective you mean?|||Nope that is perfect! One last question... I removed everything from my game involving quests except for "Quest- Display message to player" actions. Do you think that those specific actions could pose a problem as far as desyncing???|||No it won't effect the game. =)
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