https://wiki.hiveworkshop.com/index.php?title=Player_ID&feed=atom&action=historyPlayer ID - Revision history2024-03-29T08:43:07ZRevision history for this page on the wikiMediaWiki 1.35.8https://wiki.hiveworkshop.com/index.php?title=Player_ID&diff=65&oldid=prevDevliN: 1 revision: StarEdit.net Wiki2010-11-21T06:16:26Z<p>1 revision: StarEdit.net Wiki</p>
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</td></tr></table>DevliNhttps://wiki.hiveworkshop.com/index.php?title=Player_ID&diff=64&oldid=prevPayne at 03:43, 23 September 20102010-09-23T03:43:42Z<p></p>
<p><b>New page</b></p><div>A player ID is the player number assigned to a player. For example, when we are referencing to "Player 3" in a trigger, we talking of the player which has the value "3" assigned as his Player ID.<br />
<br />
The problem with the current Battle.net 2.0's state is that determining the Player ID isn't intuitive.<br />
<br />
== Lobby isn't right ==<br />
The lobby fills itself without taking in consideration the [[Game Variants]].<br />
<br />
The engine tries to fill every first slots of each team before filling seconds, and so on.<br />
<br />
== How Battle.net 2.0 assigns Players' ID ==<br />
The host is assigned the Player ID #1. First player to join: #2. Second player to join: #3. And it keeps going like this until it reaches the maximum (14).<br />
<br />
== In-game Player ID vs lobby appearance ==<br />
Let's imagine a lobby with 2 teams of 2 players (2v2) and some Game Variants:<br />
(Player) Team [Custom Teams]<br />
Player 1: Team 1 [1]<br />
Player 2: Team 1 [2]<br />
Player 3: Team 2 [1]<br />
Player 4: Team 2 [2]<br />
Based on how B.net fills lobbies, the first player to join (after the host) will appear as being the '''first player of the team #2''' (while host is '''first player of team #1'''). Second player to join will appear as '''second player of team #1''', and third player to join: '''second player of team #2'''.<br />
<br />
Thereby, one could think the second player to join ('''second player of team #1''') would be Player 2 because it is intuitive to base the Player ID on the position of the player in the lobby, '''but this is not how it works'''!<br />
<br />
== How it works ==<br />
No matter what it looks like in the lobby, the Player ID is based on the order the players join the lobby.<br />
<br />
Thus, if we keep the same example and join order of the example explained above, the in-game teams will be:<br />
<br />
'''First player of the team #1''' + '''First player of the team #2''' VS '''Second player of the team #1''' + '''Second player of the team #2'''<br />
<br />
=== In the case a player leaves the lobby after joining it ===<br />
What happens to the leaver's Player ID? This is still to confirm (I forgot to test that in my last testing session).<br />
<br />
== Solution ==<br />
I'll explain how to over-pass this problem with an example: a '''3v2v3v1 lobby'''.<br />
<br />
Here's how the Game Variants should look like:<br />
(Game) Locked Alliances<br />
Yes (Locked)<br />
(Player) Team [Custom Teams]<br />
Player 1: Team 1 [1]<br />
Player 2: Team 2 [1]<br />
Player 3: Team 3 [1]<br />
Player 4: Team 4 [1]<br />
Player 5: Team 1 [2]<br />
Player 6: Team 2 [2]<br />
Player 7: Team 3 [2]<br />
Player 8: Team 1 [3]<br />
Player 9: Team 3 [3]<br />
Don't forget to adjust the map's triggers based on this ('''Player 1, 5 and 8 are in the same team''', etc.).<br />
<br />
== External links ==<br />
I have read about 2 other ways to fix the "Lobby Teams Not Reflected By The Game" bug. I haven't tested any, though they look like they'd work:<br />
*http://forums.sc2mapster.com/resources/tutorials/8902-trigger-placing-identical-teams-made-from-lobbies/#p1<br />
*http://forums.sc2mapster.com/development/map-development/7872-how-do-u-make-it-so-teams-in-lobby-match-in-game/?page=2#p23<br />
[[Category:StarCraft II]]<br />
[[Category:Reference]]</div>Payne