Staredit Network

Staredit Network -> Ideas -> Vote ban!
Report, edit, etc...Posted by DeathByNumbers on 2005-07-03 at 19:55:09
When I look at a bound with a votebanner, its always a complex trigger. I came up with a more efficient way that only takes one trigger. It needs to be a protoss building with 5 shields, 1 hp, and 20 shield armor, and the "banner" needs to be a ghost that deals out 0 damage. The idea is simple: You can't destroy the building with one ghost- nor 2. You need 3 ghosts shooting at the same building to ban taht player. Plus it takes like 1 trigger so its alot less complex. I already used this in 2 of my bounds but nobody plays them..... and the idea never took off. I want to know...... is that a good idea? or is it stupid.
Report, edit, etc...Posted by Snake)Ling on 2005-07-03 at 20:34:10
Tell me how you make the ghost do zero damage.
Report, edit, etc...Posted by Wing-of-no-Wing on 2005-07-03 at 22:36:52
The problem with a system like this is that it doesn't adjust for the number of players. So, if there are three people in the game and one of them keeps spamming the chat, there'll be no way to ban him; on the other hand, a group of three people working together could take over the game.

I'm more of a fan of giving myself (as the host) the unrestricted power to crash players out of starcraft if they annoy me.
Report, edit, etc...Posted by DeathByNumbers on 2005-07-05 at 01:55:08
QUOTE(Snake)Ling @ Jul 3 2005, 06:34 PM)
Tell me how you make the ghost do zero damage.
[right][snapback]251820[/snapback][/right]

Lol you want to know how? Starforge.

ADDITION:
QUOTE(Wing-of-no-Wing @ Jul 3 2005, 08:36 PM)
The problem with a system like this is that it doesn't adjust for the number of players. So, if there are three people in the game and one of them keeps spamming the chat, there'll be no way to ban him; on the other hand, a group of three people working together could take over the game.

I'm more of a fan of giving myself (as the host) the unrestricted power to crash players out of starcraft if they annoy me.
[right][snapback]251923[/snapback][/right]

Well...... there are several instances where red (usually the host) is being a tottal censored.gif and banning everyone (LIKE ME IN TREE DEFENCE =D). Also there can be another banning unit, like a goliath or w/e who does 9999 damage owned by red...
Report, edit, etc...Posted by Subrosian on 2005-07-06 at 16:09:38
Ban triggers do not have to be complex.

For example:


Trigger
Description:
Simple Ban Feature
Players:
¤ Player 1
Conditions:
¤ Force 1 Brings at least 3 'Banner' to 'Ban Red'
Actions:
¤ End scenario in defeat for current player.


Copy that for each player and make beacons with the location name 'Ban xxx' or whatever.

I'd say yours would confuse more people.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-06 at 18:08:56
How about this sexy system:
Trigger
Conditions:
¤ Always
Actions:
¤ Modify death counts for Current player: Add 1 for [Unit]
¤ Preserve trigger.

Trigger
Conditions:
¤ Current player has suffered exactly 1 deaths of [Unit].
Actions:
¤ Center location labeled [Location] on [Beacon] owned by Player 1 at 'Anywhere'.
¤ Preserve trigger.

Trigger
Conditions:
¤ Current player has suffered exactly 2 deaths of [Unit].
Actions:
¤ Center location labeled [Location] on [Beacon] owned by Player 2 at 'Anywhere'.
¤ Preserve trigger.

Trigger
Conditions:
¤ Current player has suffered exactly 3 deaths of [Unit].
Actions:
¤ Center location labeled [Location] on [Beacon] owned by Player 3 at 'Anywhere'.
¤ Preserve trigger.
[center]etc.[/center]
Trigger
Conditions:
¤ Current player has suffered exactly 9 deaths of [Unit].
Actions:
¤ Modify death counts for Current player: Set to 0 for [Unit].

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 1 [Beacon].
¤ All players brings at least 1 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 2 [Beacon].
¤ All players brings at least 2 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 3 [Beacon].
¤ All players brings at least 2 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 4 [Beacon].
¤ All players brings at least 3 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 5 [Beacon].
¤ All players brings at least 3 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.

Trigger
Conditions:
¤ Current player brings at least 1 Beacon to [Location].
¤ All players commands exactly 6 [Beacon].
¤ All players brings at least 4 [Banner Unit] to [Location].
Actions:
¤ End scenario in defeat for current player.
[center]etc.[/center]
A nice 1 location system with majority rules banning biggrin.gif
Report, edit, etc...Posted by Subrosian on 2005-07-06 at 18:46:28
QUOTE(LegacyWeapon @ Jul 6 2005, 04:08 PM)
How about this sexy system:
(triggers)

I think I can improve that too! biggrin.gif

Just the first part though.

The death counts are unecessary; just make a trigger for every player that centers the location on their beacon, and have that trigger run before the ban checks.

The majority vote is a pretty cool thing though; I saw it in a Dodgeball Tourney map.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-07 at 10:27:06
But you would need to make a copy of the actually banning triggers after every center location otherwise it will just center location on everyone's "Beacon" before it hits the banning triggers.
Report, edit, etc...Posted by Subrosian on 2005-07-07 at 21:12:16
Don't the triggers run one player at a time?

The ban checks would have to run before it goes to the next player, wouldn't it?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-10 at 22:33:50
No they only run once for all the players.

You will need to do that if you remove the counter causing extra triggers making the counter much more efficient.
Report, edit, etc...Posted by Oo.ZeALoT.oO on 2005-07-11 at 09:37:04
Legacy's way takes so much longer mellow.gif
Report, edit, etc...Posted by Snipe on 2005-07-11 at 12:05:10
vote banning is stupid.
Report, edit, etc...Posted by Subrosian on 2005-07-11 at 14:21:43
No it's not.

QUOTE(LegacyWeapon @ Jul 10 2005, 08:33 PM)
No they only run once for all the players.

You will need to do that if you remove the counter causing extra triggers making the counter much more efficient.
[right][snapback]259890[/snapback][/right]


You can just preserve the trigger, though...
And I also doubt that would lag the game.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-12 at 16:22:14
QUOTE(Oo.ZeALoT.oO @ Jul 11 2005, 09:37 AM)
Legacy's way takes so much longer mellow.gif
[right][snapback]260042[/snapback][/right]
Ever heard of hyper triggers? (I know you have, just wanted to know you should use them to make it faster)
QUOTE(Subrosian @ Jul 11 2005, 02:21 PM)
You can just preserve the trigger, though...
And I also doubt that would lag the game.
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There's something called trigger order that makes triggers run in the order that they are listed. They don't all run simultaneously.
Report, edit, etc...Posted by Subrosian on 2005-07-12 at 19:11:22
QUOTE(LegacyWeapon @ Jul 12 2005, 02:22 PM)
There's something called trigger order that makes triggers run in the order that they are listed. They don't all run simultaneously.

Exactly.

If you preserve the Move Location triggers and have them run before the ban triggers, they will keep checking each player if enough people have gone on their beacon every trigger cycle.

I'll explain:

The triggers start at the first player. The location is moved to his beacon.
After that, the conditions are checked if they are met to ban him. (Of course, these triggers go AFTER the move location trigger)
Then they move onto the second player and so on, repeating for every trigger cycle.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-12 at 23:53:53
Then you would need a copy of the same ban triggers under every center location...
Report, edit, etc...Posted by Subrosian on 2005-07-13 at 12:51:31
Oh well; you can just give the triggers to all of the players can't you?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-13 at 14:17:20
THE BAN TRIGGERS WILL NOT RUN AFTER THE LOCATION CENTERS ON ONE PERSON'S BEACON!

The LOCATION CENTERING TRIGGERS will run one after another, center location on one person's beacon then the next. FINALLY AFTER IT HAS CENTERED ON ALL THE BEACONS it will run the ban triggers.

The reason is because there is something called TRIGGER ORDER.

Why don't you test it so that you won't have me repeat myself...
Report, edit, etc...Posted by Subrosian on 2005-07-13 at 15:24:54
Ok, I tested it myself, and it worked...

Watch this map and the triggers, though it is only p1 banning since I made it in a rush.
[attachmentid=11684]

There shouldn't be a difference between p1 ban and majority ban, should there?
I'll make it a majority ban if this doesn't convince you enough.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-13 at 15:33:45
Jeeze we were talking about 2 completely different things. But you are correct.

I was talking about placing the trigger under 'All Players' when you meant All Players as in Player 1, Player 2, Player 3... etc
Report, edit, etc...Posted by Subrosian on 2005-07-13 at 15:54:10
I dunno, but all players seems to work too.
I haven't experimented with it that much, though.
[attachmentid=11685]
Report, edit, etc...Posted by IceWarrior98 on 2005-07-14 at 03:03:28
QUOTE(DeathByNumbers @ Jul 3 2005, 06:55 PM)
When I look at a bound with a votebanner, its always a complex trigger. I came up with a more efficient way that only takes one trigger. It needs to be a protoss building with 5 shields, 1 hp, and 20 shield armor, and the "banner" needs to be a ghost that deals out 0 damage. The idea is simple: You can't destroy the building with one ghost- nor 2. You need 3 ghosts shooting at the same building to ban taht player. Plus it takes like 1 trigger so its alot less complex. I already used this in 2 of my bounds but nobody plays them..... and the idea never took off. I want to know...... is that a good idea? or is it stupid.
[right][snapback]251797[/snapback][/right]

Heres your problem sunny jim, even with armor, shields and 0dmg the ghosts will eventually kill it on his own...
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