This could explain problems I had with using armies for multiplayer in my scenarios. However I'm not sure of the implications of this yet.
To explore this further (and later) I wanted to start this thread, but maybe some of you know more about that already:
- Which problems might occur? - What kind of triggery is to avoid? - Which workarounds exist?
What I found to be more reliable is to use: (And now I probably know why it is more reliable) - Player Unit Count instead of: Army Is Alive/Dead - Units in Area by type instead of: Army Distance
[This message has been edited by Izalith (edited 07-30-2018 @ 11:30 AM).]
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Replies:
nottud Demigod
posted 30 July 2018 12:18 PM
EDT (US)
1 / 4
Best way to reproduce I think is to do the following:
Place a unit
Create army from it
Condition on army being dead to deploy another
Start the scenario and select the unit and do ctrl_1
Another unit should appear
I've not tested this but people used to cheat on some old scenarios of mine with this set up to get multiple guys. Switched away from using armies since other than deploy and immediate actions inside the same trigger.
Izalith Mortal
(id: Lilitu)
posted 30 July 2018 04:21 PM
EDT (US)
2 / 4
Aaand I guess "Deploy & Immediate actions within the trigger" is the lesson to take here. xD
You generally don't need any complex army triggering for human players. So you should be able to substitute the army effects/conditions with other simple effects/conditions most of the time without much trouble.
If that won't work, you could always work with the ytrigger database to create and manage your armies. It's easy to set this up for armies that will only consist of 1 unit. It gets trickier to do this for armies that consist of more than 1 unit and you might be better off creating a few custom effects that do the hard work for you, although this would require quite some xml scripting work as well.
A quick and dirty trick - which I wouldn't recommend - would be to disable the hotkey mapping for army/group creations entirely (and enable them again at the end of the game, when a player has resigned or has been defeated because modified hotkey mappings don't automatically revert to their original value after a game).
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nottud Demigod
posted 01 August 2018 07:32 AM
EDT (US)
4 / 4
I think you can group using the UI too - I guess you could disable that too but I think it is all more trouble than it is worth and will annoy players who use groups.