Multiple Human Playable Sides
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- tnt_1992
- Rebel Sergeant

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Multiple Human Playable Sides
is it possible to add a third playable side,
like when the side chooseing thing comes up that the third side comes up to chosse it.
like when the side chooseing thing comes up that the third side comes up to chosse it.
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MasterSaitek009
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Re: sides
It would probably work if you redesigned the interface, but I'm not sure. Zerted would know.
- Teancum
- Jedi Admin

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Re: sides
Long story short. It's not possible. Nobody but Zerted could actually build something like that if it were. If he's ever able to do it he'd let us know, but count on it never being possible.
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MasterSaitek009
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Re: sides
Using the "dc:ingame.lvl" thing wouldn't you be able to build a new ifs_teamselect.lua with the logic for three teams?
But, you know, I haven't looked at it in depth yet.
But, you know, I haven't looked at it in depth yet.
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MasterSaitek009
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Re: sides
Gotcha. Good thing to know.
- [RDH]Zerted
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Re: sides
It's possible, but only for singleplayer (theres no way for the server to know which player wants to be on what team. Unless you want the humans to change their ingame name. Then say, everyone with 'T3' in their name spawns on team 3, 'T2' players spawn on team 2, etc... That might work).
However, the game only handles two unit selection screens. The player must start out on one of the two main teams, then his unit is switched to a third team when it spawns. Any human playable unit class MUST be on one of the two main teams. Because of this, the usefulness of extra teams is limited. What can you do with a third team in SP that you can't do by having the human player on team 1 or 2 (or switching back and forth between those teams) and all the bots on local teams?
If you really want to, you can fake a new unit selection screen (I think MasterSaitek009 is also working on ingame interface screens), but it would just be standard buttons (no unit models) and those units would still have to be loaded on team 1 or 2.
However, the game only handles two unit selection screens. The player must start out on one of the two main teams, then his unit is switched to a third team when it spawns. Any human playable unit class MUST be on one of the two main teams. Because of this, the usefulness of extra teams is limited. What can you do with a third team in SP that you can't do by having the human player on team 1 or 2 (or switching back and forth between those teams) and all the bots on local teams?
If you really want to, you can fake a new unit selection screen (I think MasterSaitek009 is also working on ingame interface screens), but it would just be standard buttons (no unit models) and those units would still have to be loaded on team 1 or 2.
- [RDH]Zerted
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Re: sides
This topic was recently linked too and if this is the topic for multiple team info, it should have all that info.
The way to get it to work in MP is to have rooms for each team and one room for team selections. Everyone spawns as a non-fighting unit in the same room. You would walk into a door that puts you on a certain team. Walking into this door teleports you into that team's unit selection room. Here each different unit class could be displayed as an object. You walk up to the unit you want and the game force spawns you on that team as that unit in some spot on the real map.
Its not too hard to do, but the spawnable units for humans is still limited to the units added to the two main teams. Also, the stats will be generated as if all the humans were really on two teams.
It can't be done in MP through menus, as there is no way to tell the server which button you pressed. The only way we know for a client to tell the server something is by walking into certain regions or by looking at player names. You can't change player names ingame, so if the multiple teams were done through player namers, everyone would have to leave the server and change their name in order to pick different units. This is very easy to code, but leaving the server is just unacceptable.
In fact, it is so easy that there are already a few custom server scripts that use this idea to spawn certain clan players as local units. I was going to put up a server that spawned everyone as locals, but I lost my copies of the script. Anyone still have it? Some non-American based clan was using it (maybe servers in Germany?).
There is another option which creates an even number of teams (2, 4, 6, etc...). The team selection screen is edited to show the extra teams. When you pick a team, it takes you to the unit selection screen. Here certain units are blocked out (like by putting a black box on its button so you can't click it) based on which team you selected. When you spawn, the game knows which team your unit is only visible to, so it moves you onto that team. The problem with this method is that you could use the number keys to select the hidden units from the other teams. That could be solved by hiding the spawn button unless the correct unit was selected, but I didn't spend much time trying to hide it. The few quick tests I did do failed. The few quick tests of drawing on-top of the buttons also failed, but I've gotten better at GUI coding since then.
The way to get it to work in MP is to have rooms for each team and one room for team selections. Everyone spawns as a non-fighting unit in the same room. You would walk into a door that puts you on a certain team. Walking into this door teleports you into that team's unit selection room. Here each different unit class could be displayed as an object. You walk up to the unit you want and the game force spawns you on that team as that unit in some spot on the real map.
Its not too hard to do, but the spawnable units for humans is still limited to the units added to the two main teams. Also, the stats will be generated as if all the humans were really on two teams.
It can't be done in MP through menus, as there is no way to tell the server which button you pressed. The only way we know for a client to tell the server something is by walking into certain regions or by looking at player names. You can't change player names ingame, so if the multiple teams were done through player namers, everyone would have to leave the server and change their name in order to pick different units. This is very easy to code, but leaving the server is just unacceptable.
In fact, it is so easy that there are already a few custom server scripts that use this idea to spawn certain clan players as local units. I was going to put up a server that spawned everyone as locals, but I lost my copies of the script. Anyone still have it? Some non-American based clan was using it (maybe servers in Germany?).
There is another option which creates an even number of teams (2, 4, 6, etc...). The team selection screen is edited to show the extra teams. When you pick a team, it takes you to the unit selection screen. Here certain units are blocked out (like by putting a black box on its button so you can't click it) based on which team you selected. When you spawn, the game knows which team your unit is only visible to, so it moves you onto that team. The problem with this method is that you could use the number keys to select the hidden units from the other teams. That could be solved by hiding the spawn button unless the correct unit was selected, but I didn't spend much time trying to hide it. The few quick tests I did do failed. The few quick tests of drawing on-top of the buttons also failed, but I've gotten better at GUI coding since then.

