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Staredit Network -> UMS Assistance -> Melee type map, with heroes... Broodling/MC
Report, edit, etc...Posted by Drakiel on 2005-03-04 at 17:54:58
I have a hero map, heroes are expensive - is there a solution to STOP players from Mind Controling, or Spawn Broodling on them? (Other than removing the ability completely)

I've been thinking about it all day...
Trying to find solutions to Broodling/Mind Controlling heroes...
I mean Mind Controlling COULD be possible to detect and fix, but it'd be pretty complex (with 8 players).

Broodlings, heck I can't even begin to imagine where to START with triggers to prevent that...

I mean I don't want to remove the abilities completly, they were made by Blizzard for a purpose...

Anyone have a solution to this?



Considering... unless you guys can find a better solution.
After MUCH considerion, I'm thinking of just... Making heroes ANTI Dark ARchons/Queens.

By this I mean, any time DA/Queen comes near enough to any enemy hero - to cast on them, set their energy to 0percent.

So basically all heroes deflect the use of Queens/DA.

This solution is INCREDIBLY easy to impliment, and will still make Queens/DA USEFUL even though they can't go near heroes (or they will be disabled).

If anyone has a better idea, PLEASE post it and I'll think on it.
Report, edit, etc...Posted by Urmom(U) on 2005-03-04 at 18:13:14
just use the trigger "set unit invincibility" or something like that. just so you kno, you cant mind control invincible units
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-04 at 18:51:31
QUOTE
Considering... unless you guys can find a better solution.
After MUCH considerion, I'm thinking of just... Making heroes ANTI Dark ARchons/Queens.

By this I mean, any time DA/Queen comes near enough to any enemy hero - to cast on them, set their energy to 0percent.

So basically all heroes deflect the use of Queens/DA.

This solution is INCREDIBLY easy to impliment, and will still make Queens/DA USEFUL even though they can't go near heroes (or they will be disabled).

If anyone has a better idea, PLEASE post it and I'll think on it.


No; make spawn brood/mc cost a lot and just set it so they cant cast those abilities.
Report, edit, etc...Posted by ChaosRyder on 2005-03-04 at 19:04:32
I think you can detect them as you can detect the defiler swarn(an't remeber the name) and the corsair thing too(can't remeber him name ither). So if you can detect them you could just remove them at the hero's location.
Report, edit, etc...Posted by Urmom(U) on 2005-03-04 at 19:18:29
im pretty sure you can detect mindcontrol... maybe you can detect maelstorm but who knows. just try my idea tongue.gif
Report, edit, etc...Posted by chuiu on 2005-03-05 at 02:19:55
I know an easy way of detecting stuff like that if you want it. But as far as that stuff goes just tell people if they mc/broodling heroes then you will kill them. And, of course, kill them if they do.
Report, edit, etc...Posted by Drakiel on 2005-03-05 at 09:11:59
QUOTE
DT_Battlekruser
No; make spawn brood/mc cost a lot and just set it so they cant cast those abilities.

QUOTE
Drakiel
I mean I don't want to remove the abilities completly, they were made by Blizzard for a purpose...

QUOTE
Urmom
just use the trigger "set unit invincibility" or something like that. just so you kno, you cant mind control invincible units

Umm... well yea I knew that, but that would take away from the game. I mean with an invincible hero that's make 'em... invincible! I'd rather penalise the DarkArchon/Queen, rather than gratify the enemy's hero. Basically your concept is my concept in reverse. Though both WILL work... I don't want the hero to turn uber when DarkArchons/Queens are around.



Well the question is DETECTING when they use it...
I mean you can't just say "If any enemy brings at least 2 broodlings to Hero's location", "Hero brings 0 hero at hero location", then penalise the player...

Because you can't tell if they Broodlinged a HERO or a unit NEXT to the hero... also there is a hero spell that SPAWNS broodlings...

As far as MC... I don't htink you can detect the actual spell... You can use a buncha triggers... something like "If player has 2 of the same hero" and "If player is set as one race and has a hero of another race" and more... And that still would have a lot of glitches.

P.S. Wow, "penalise" looks like it's spelt wrong...
Report, edit, etc...Posted by offensivestyle on 2005-03-05 at 10:40:45
Ju blink.gif st make the spells cost alot and put the energy to 0 and keep that way
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-05 at 11:07:16
QUOTE
Umm... well yea I knew that, but that would take away from the game. I mean with an invincible hero that's make 'em... invincible! I'd rather penalise the DarkArchon/Queen, rather than gratify the enemy's hero. Basically your concept is my concept in reverse. Though both WILL work... I don't want the hero to turn uber when DarkArchons/Queens are around.


No, no, no make the spells cast a lot then set energy to below that amount but not 0.
Report, edit, etc...Posted by chuiu on 2005-03-05 at 11:44:40
Fine, you can do something like this to detect their deaths ... this is broodling:

Unit A - The unit getting broodling'ed
Unit X - Any unit in the game the player can't have.
Unit Z - Same as Unit X, but different unit
And you should make these triggers effective to all players who would own a queen/da.

C:
Current player kills exactly 1 'Unit A'.
Current player has suffered exactly 0 deaths of 'Unit Z'.
Current player commands at least 2 broodling.

A:
Modify deaths of 'Unit X' for Current Player: Add 1.

(then you have to make duplicates of this trigger increasing condition amounts by 1 everytime)

C:
Current player has suffered at least 1 deaths of 'Unit A'.
Foes has suffered at least 1 deaths of 'Unit X'.
Foes brings exactly 2 broodling to location 'hero 4x4 location'.

A:
Modify deaths of 'Unit X' for Foes: Subtract 1.
Modify deaths of 'Unit Z' for Foes: Add 1.
Modify deaths of 'Unit A' for Current Player: Subtract 1.
(the rest of the conditions to give player new hero or whatever).
Preserve trigger.

Then for DA, it's slightly simpler.

Unit B - The unit getting MC'ed
Unit S - Any unit in the game the player can't have.
Unit T - Same as Unit S, but different unit

C:
Current player has suffered exactly 0 deaths of 'Unit S'.
Current player commands at least 1 'Unit B'.

A:
Remove all 'Unit B' for Current Player.
Modify deaths of 'Unit T' for Current Player: Add 1.
Preserve trigger.

C:
Current player has suffered exactly 1 deaths of 'Unit S'.
Current player commands at least 2 'Unit B'.

A:
Remove 1 'Unit B' at Anywhere for Current Player.
Modify deaths of 'Unit T' for Current Player: Add 1.
Preserve trigger.

C:
Current player commands exactly 0 'Unit B'.
Foes has suffered at least 1 deaths of 'Unit T'.
Current player has suffered at least 1 deaths of 'Unit S'.

A:
Modify deaths of 'Unit T' for Foes: Subtract 1.
(the rest of the conditions to give player new hero or whatever).
Preserve trigger.

'Unit S' being a unit death you set when a player chooses the hero. I would use a different unit for every player to make things easier. Notice there are 3 triggers in this one, that is in case a player is mind controling another dark archon.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-05 at 13:22:20
Ow my head. I didn't get to read that carefully but I think if the player's hero dies but 2 broodlings are next to him (like if the broodlings killed it instead of the hero getting killed by the broodling abiility), that might fool those triggers.

What you could do is detect the exact moment the number of broodlings in the map increases (for each player), and then check if at that moment the hero has died as well. When those 2 conditions intersect, that's about as certain as you can get that the hero has been broodling'd. Make sure to clear either condition afterward so you can check for broodling again later (clear whatever switch, counter, or marker you use when broodlings increase, or set the hero deaths to 0).

As for mind control, it's simply a matter of checking that the right player owns the right unit or not. If multiple players have the same hero, just check if one player owns multiple heroes or else if that player's hero has died but they still own a hero (meaning they had mind controlled someone else's).
Report, edit, etc...Posted by Drakiel on 2005-03-05 at 16:16:04
QUOTE
Chui
Unit A - The unit getting broodling'ed
Unit X - Any unit in the game the player can't have.
Unit Z - Same as Unit X, but different unit

I see what you're saying... but.. how do you detect WHICH is Unit A, at WHICH location, from Which player, at the time?

QUOTE
Temp
What you could do is detect the exact moment the number of broodlings in the map increases (for each player), and then check if at that moment the hero has died as well.

I think that's the concept Chui is trying to do... not sure if it'll work, I'd have to test it. I have a feeling it won't.

But now that you put it that way... detecting broodlings sounds easy, it'd be VERY difficult for a plyer to glitch it on purpose (like... to the 1/12th second).

On MC:
Yea I was thinking that if a player owns a unit they shouldn't have... which is the easy part. But how would I detect WHICH Hero was stolen from WHICH player at WHICH location?
But... now that I'm thinking about it...

When you MC you don't KILL the unit... Hmm...
I suppose I can ALWAYS reset death count of all heroes - for all players to 0.

I guess MC can be found when:
-Player suffers 0 deaths of hero,
-switch is set that they HAVE a hero (set when they first summoned them),
-player commands 0 of that hero
Hmm.. that sounds EASY.. will that work?

Also, is there ANY other way a player can LOSE a hero, without suffering death of it? I don't believe MC counts as a kill/death.
Report, edit, etc...Posted by chuiu on 2005-03-05 at 21:32:16
QUOTE
WHICH Hero was stolen from WHICH player at WHICH location?


I answered all that in my post. Unit A is WHICH unit ... you need to make those triggers for every unit. Foes is WHICH player (read my triggers again, it finds which player is killing/losing his unit and works based of that). And as for the location, you need to have a location on the heroes so the broodling one isn't tricked.

The only way my method can be 'tricked' is if the player with the queen has their broodlings kill the enemy hero.

QUOTE
I guess MC can be found when:
-Player suffers 0 deaths of hero,
-switch is set that they HAVE a hero (set when they first summoned them),
-player commands 0 of that hero
Hmm.. that sounds EASY.. will that work?


I suggest you go with my method. Because right now you need to change it to "Player suffers 1 deaths of hero" and you will still encounter problems. For example, that will only detect if the unit has died, it won't tell you if a player has mind controled it and it won't tell you WHICH player has mind controled it.

I cover all that in my triggers.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-06 at 12:31:51
QUOTE
I think that's the concept Chui is trying to do... not sure if it'll work, I'd have to test it. I have a feeling it won't.

Drak that isn't the concept chu mentioned for anti-broodling because the one I mentioned won't need locations (except to replace the hero afterward). I could make a test map in less than 5 minutes to prove it works, as I've already done it before.
Report, edit, etc...Posted by chuiu on 2005-03-06 at 17:34:20
Tux's method would be better, but you still need a lot of triggers to detect the exact number of broodlings.
Report, edit, etc...Posted by Drakiel on 2005-03-06 at 20:22:03
Sorry I havn't responded or tested, been busy the past few days.
Yes this is still on my mind.
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