Allow Player@X functionality for more script related functions

Bug #895698 reported by Blade
18
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

Player@X allows trigger actions needing a country as a parameter to directly affect a players side rather than it depending on what country they are playing as. Unfortunately it doesn't work for events the same way, so you can't detect when a player does something to reward/punish them specifically or anyone else not them. Similarly it also doesn't work as a trigger or teamtype owner which are needed for some trigger functionality to affect a specific player.

Expanded player@x functionality would allow new game modes based on customised maps in the same way the assault game mode works. For example it would be possible to create a version of the cut "siege" game mode.

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Blade (nadia-xy) wrote :

Scipt? Damn my inability to speel procerly. Me fail english again!

Revision history for this message
WoRmINaToR (worminator) wrote :

I strongly support, however it will be difficult to fully implement this if Player@X doesn't even exist as an option in many of the cases like in events and as owners of triggers. And this is something to do with FA2. How will we cope with that shortcomming?

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Blade (nadia-xy) wrote :

You can type whatever you want as a trigger owner, so as long as certain strings (lets say Player@A, Player@B...etc) are recognised as pertaining to making a given player the owner you are set. You can also modify events and such manually in the map file itself and you already have to do that for the YR unit script actions. Not perfect but unless someone is going to build us a better editor its better than it not working at all.

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Darkstorm (bynnar-starblade) wrote :

probably a bad place to ask, but there was a cut "seige" gamemode?

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Blade (nadia-xy) wrote :

Probably not, but what the hell. DeeZire alleged so, not sure what evidence of that there was however, but expanded Player@X lets you make a map that implements most of the alleged features. Basically one player (or small team) wold have to triumph over multiple forced allied players who couldn't break their alliance. The lone player (or smaller team) would have additional stuff to help them and/or an advantageous position on the map. I think Min players also needs to be enforced where you cannot start the map without all positions filled, not sure if that works already though.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

There are several classes in the executable named MPSiegeDefender, MPSiegeAttacker (both extend standard MPTeam), and such. I haven't tried rigging them back together, but yeah, it's in the code.

On that same note, I believe there are a lot of other interesting things one could do with additional MPTeam derivatives.

Changed in ares:
assignee: DCoder DCoder (dcoder1337) → nobody
AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
milestone: none → 0.a
status: In Progress → Fix Committed
Revision history for this message
mevitar (mevitar) wrote :

15.299.1385, events with Player @ house specified in them work correctly, just like they did for actions.

Also, triggers themselves crash if they are owned by a Player @ house (however, unlike for Actions and Events, Final Alert doesn't allow to select actual Player @ houses in the owner dropdown for Triggers, so i might have done something i'm not supposed to do).

Revision history for this message
AlexB (alexander-b) wrote :

I've only added support for the events for now, other owners are not supported yet.

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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