I want player 9 to ally force 1 and player 10 ally force 2, and attack their enemies on sight. In the new map I'm making players 9 and 10 just sit there not doing crap. If I could make players 9 and 10 attack that would allow 2 additional players to play on my map, which would be useful. The site's search function doesn't seem to work at the moment, so any help would be appreciated.
None.
Use google.com to search the site. Type in the text... Site:staredit.net ... At the beginning of your search.
P9 and on are set to unallied to all players, and I'm pretty sure you can't change that. The reason they don't attack is because they have no vision from their units, but you can give them vision by attacking them... Like when a siege tank hits you from the distance and you get temporary vision, but I don't think anyone has ever used that mechanic for a practical reason.
So no, you can't.
The only possibility might be to alter the game through EUD actions
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
Damn

Well does anyone have have any suggestions, where I could have 8 human players with two bases and defense for each base, but I don't want the defense to belong to the humans because that would really affect kill count and I want to use the kill count to affect other triggers, like giving players money. Any help would be appreciated!
None.
It would be quite difficult to do so without a computer player...
If possible, you could rethink how you
reward players so you could use human players (please elaborate on exactly what you're rewarding them for!)
here's some more info on players 9-12
Players 9, 10, 11, and 12 are extraneous neutral players that can be used for many capacities but have many limiting attributes (Player 12 is listed as 'Neutral' in Scmdraft). Players 9 though 12 cannot own triggers, and hence cannot run AI scripts, disabling the ability to set alliance or vision statuses. If provoked player 9-11 units will follow the assailant but not attack it- this is because they do not have vision (and cannot be given it by any means), not even for their own units which makes them unable to attack. You can read Player 9-12 death counters but you cannot set them by actions (adding to their death counters must be done manually by killing their units) effectively eliminating use of their deaths as a dynamic variable.
While players 9-11 act as hostile computers without vision, player 12 is neutral. When any player leaves the game their units are automatically given to player 12. Similarly, all dark swarms and disruption webs are cast automatically owned by Player 12, no matter the player that cast it; this is why it is impossible to know which player cast them unless only one player could have (IE only one player has the ability to cast it, or only one player has a defiler/corsair within range to cast it). Abandoned addons are automatically given to player 12 and resources are owned by player 12.
Perhaps the most intriguing aspect of player 12 is that players retain alliance statuses with units given to player 12. If player 1 is unallied with player 2 and a player 2 unit is given to player 12 unit, player 1 will still be unallied with that unit, despite his alliance status with player 12. If player 1 then allies player 2, player 1 will then be allied with all player 12 units that were given from player 2. Setting alliance status with player 12 only effects the player's alliance status with preplaced player 12 units and the color of the selection ring (yellow vs red) around player 12 units.
Players 9-12 can not have units created owned by them, but can be given units (even immediately after creation by different player) and can have preplaced units. Units given to player 12 also retain their colors (however, this is not reflected on the minimap). Players 9-12 do not need start locations, cannot be set to human open slots, cannot have player color set and cannot be seen in the game lobby.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
I want to give players civilians every certain amount kills. They will use the civs to buy heroes and such. I want the bases to have a defense(was thinking tanks and turrets for players 9+10, but now I know that won't work since they won't attack.) so they can't be taken over shortly after the game start's if the team becomes overwhelmed immediately. But if the humans control the defense and receive civs for kills from triggers, they could just sit back and have their defense stomp on the enemy, and get civs and then use them before the opposing team has any, and then win quite easily. Is there any other type of trigger that could be used to make it so this wouldn't be the case? Thanks for the help!
None.
You could theoretically create a Reaver for a human player, detect when it launches with "bring scarab," give the Reaver to p9 (and thereby the scarab swaps ownership), move the scarab to a defensive building, and then move the scarab to null/water, causing it to do damage.
You could cycle though the defensive buildings and then detect if there is an enemy unit within range, and move it to the enemy before moving it to null, making it function as a regular unit. The only difficulty would be volume. How many attacks per second, which is able to be effected through having the sentries attacking less often or having a lot more Reavers producing.
Any questions?
Post has been edited 1 time(s), last time on Feb 1 2012, 7:23 pm by TiKels.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
Wow that is an interesting idea. I don't understand what you mean when you say"move the scarab to a defensive building, and then move the scarab to null/water, causing it to do damage." Could you explain exactly what that means? .. Actually I don't understand what your second paragraph is about, AT ALL. Are you talking about turrets and cannons? If so, how exactly do I make it player 9's to attack with? Is null player 12?
None.

An artist's depiction of an Extended Unit Death
TiKels is referring to the
Direct Damage System (DDS). By giving the Reaver to player 9 after it attacks, it makes the Scarab owned by player 9, and therefore anything killed with the DDS system will be killed by player 9. I'm not sure how you would apply this system for the scenario you described, however.
If like you said everything the reaver kills will be player 9's kills, players 1-8 will not recieve kills (which I want to use as the condition for my triggers, when awarding them with civs) So I think it would help in my situation. That link you put seems to be a lot more complicated than what I imagined he was describing. Is the DDS system exactly what he was talking about, and does it have to be done exactly as that link describes?
None.
The DDS system only works for scarabs/reavers. So it won't help you with turrets, bunkers or anything else.
There is one other unit that P9-11 can use to 'attack' things, but again it won't really help you. That is the spider mine, because it attacks based on unit proximity, not vision - that is how it is able to attack cloaked ground units and says 'detector', but doesn't actually give you vision of them for other units.
None.
The link will give you a template most likely, but you are going to need to edit it to allow for giving the Reaver to another player, and having only one reaver and scarab per lane.
If I were you I would place the reaver, order it to move towards the target just so it faces it (as a reaver that has to turn around takes longer to fire), and repeat this for several reavers, making sure all the targets are allied to the reavers so they won't fire UNTIL you are ready to use them. When you are, change the ownership of the target to a player the reaver is unallied to, wait a few cycles with death counts (this may or not be necessary) and then move them to the enemy/change ownership of the reaver, and attack.
Also when I said sentry, I just meant an arbitrary structure that had scarabs explode near it via triggers.
Edit: lanth ... How is that helpful or relevant? Saying DDS only works with reavers is like saying only starcraft users may play zerg. We already said he can't use units normally.
Post has been edited 1 time(s), last time on Feb 1 2012, 8:49 pm by TiKels.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider
Thank you everyone for your help.
None.
No problem brother.
"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."
-NudeRaider