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Controling different factions
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wayner
Developing Poster
Joined: 01 Feb 2004
Posts: 11
 Post Posted: Fri Feb 27, 2004 5:13 pm  Post subject: Controling different factions

I'm dying to make it so you can control sides other than side1! If you know how to, please tell me! I'll be extremely grateful! :mrgreen:
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Fri Feb 27, 2004 5:54 pm  

Do you mean in levels that you make? I don't think you can chose that in the game, but when you make a level, you chose which sides are controlled by the computer and which side is controlled by the human player. I haven't tried this myself, but if it doesn't work something needs to be fixed. :wink:

You decide who will control a side by setting the "Intelligence" under SideInfo. Go to "Settings" and chose the side you want to alter. Chose "Human" as the intelligence for the human player or "Computer" for the computer player.
wayner
Developing Poster
Joined: 01 Feb 2004
Posts: 11
 Post Posted: Sat Feb 28, 2004 1:05 pm  

Thanks for the help, but I still can't control side3 for some reason. Could someone make a sample for C4: Tables turned so I can see how you control the free radicals?
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sat Feb 28, 2004 4:36 pm  

wayner, it might help if you gave us a little more to go on. What are you trying, and what isn't working?

Here's a trick I use while creating and testing a level that helps me to see what is going on:

Create an area (I call mine "SECTOR") that is as big as the entire map. In your "human" side triggers, at mission load use the action: Defog 'area' and choose "SECTOR" (or whatever you called it). This allows you to see the entire map at once. It may help pinpoint what is/isn't happening.
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Sat Feb 28, 2004 6:21 pm  

wayner wrote:
Thanks for the help, but I still can't control side3 for some reason. Could someone make a sample for C4: Tables turned so I can see how you control the free radicals?


I have tried to do what I suggested to you, and just like you I can't make it work. I tried it in a very simple level, and I can't see any reason why it shouldn't work. I think this is something you should report in the beta 2 bugs topic.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sat Feb 28, 2004 6:45 pm  

To add to what you two have discovered, SoLan and wayner:

I created a simple level with 1 guard of each side (made 'em all pacifists so they wouldn't shoot each other) and went through the sides. At one point, when I had chosen side 3 as human, I got side 2! Another time, side3 worked just fine. This is a definite bug, and I think is related to what SoLan and I have been seeing in triggers for other sides working and then not working. The difficulty is in repro.
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Tue Mar 02, 2004 12:12 pm  

I'm having a hard time reproducing this. I set side 1 to computer, side 2 to computer, side 3 to human, do a bunch of stuff, then check those sides again to make sure those settings are still there and they are. Help with a repro scenario would be greatly appreciated. Thanks.
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Tue Mar 02, 2004 1:05 pm  

It seems that sometimes it works, and sometimes it doesn't. The problem is not getting the editor to keep the settings for computer and human sides, but to actually make it work in the game. I am preparing a repro scenario for you.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Tue Mar 02, 2004 7:39 pm  

What if one of us sent you the level and the compiled version of a non-working set?
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Thu Mar 04, 2004 12:39 pm  

Ok, I've found the problem. Thank you all for the reporting, repro scenario, and sample scenarios. I've fixed the game so this won't happen. For now you can work around it by setting the intelligence for every side by hand in the editor, even sides you have no units for.

What was happening is that the game was defaulting a side's intelligence to human, and selecting the first human side as the local player's side. Side 2 wasn't specified in the editor so the game assumed it was human (whether there were units or not), and then selecting it as the local player (since it is the first human side); that is why you couldn't select side 3's units. The in-game fix is to default a side's intelligence to computer. This will ensure the side you specified in the editor as human will get selected as the local player.
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Thu Mar 04, 2004 4:35 pm  

So that's what is happening. :shock: In the editor, it looks like all sides intelligence defaults to computer when you create a new level (at least it does so here). I think with the in-game fix it will seem more consistent.