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Staredit Network -> UMS Assistance -> [SOLVED] Anti-Waling
Report, edit, etc...Posted by Lord-Omega on 2006-11-25 at 15:17:00
how do you make it so in defence people cant wall?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-25 at 15:19:02
seriously, do a forum search. this has been debated to death many times over.
Report, edit, etc...Posted by CheatEnabled on 2006-11-25 at 15:27:02
You should search. But basically, you make the enemies move (NOT ATTACK!) to a location. The must be unallied to the player who is defending (the one that can wall).

When moving a unit with order: move, they will try to find a way, but when they don't find it, they will start attacking the things that are blocking them. For this reason, you should remember to set the defensive unit's HP to 1 or something like it. Do the 2/1 trick to get a fancy effect and low HP at the same time. wink.gif
Report, edit, etc...Posted by Lord-Omega on 2006-11-25 at 18:51:39
QUOTE(CheatEnabled @ Nov 25 2006, 03:27 PM)
Do the 2/1 trick to get a fancy effect and low HP at the same time.  wink.gif
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whats the 2/1 trick?
Report, edit, etc...Posted by NerdyTerdy on 2006-11-25 at 18:53:26
In Starforge you put any number in the box in the left and put 1 in the box on the right.
Report, edit, etc...Posted by Velendesril on 2006-11-25 at 19:57:10
A way I rapidly thought up a second ago is to create a location and set it to move to all current Supply Depots. Make the location say... 3 Depots long. Basically, make the action 'Remove 3 Supply Depots' in the location... Then again it might not work because I thought it up a second ago. tongue.gif
Report, edit, etc...Posted by Lord-Omega on 2006-11-25 at 22:08:41
QUOTE(Velendesril @ Nov 25 2006, 07:57 PM)
A way I rapidly thought up a second ago is to create a location and set it to move to all current Supply Depots. Make the location say... 3 Depots long. Basically, make the action 'Remove 3 Supply Depots' in the location... Then again it might not work because I thought it up a second ago.  tongue.gif
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ehh, ok....


so the 2/1 trick does what exactly?
Report, edit, etc...Posted by fritfrat(U) on 2006-11-25 at 23:17:35
2/1 does nothing besides make the health of the unit 2/1. Which gives it messed up wireframe colors. Basically, to answer your anti-walling question: just order move.

And velen, I have no idea what your theory is trying to accomplish.
Report, edit, etc...Posted by Mp)7-7 on 2006-11-26 at 00:25:22
You could have a spot on each side of the pathway where you have a location that does not allow defending units to go into that the computer can. If a person cant reach both walls they cant block, right.

Triiger: Always; teleport any unit owned by defenders at location (no block) to location (spawn players) at (no block)
Report, edit, etc...Posted by Velendesril on 2006-11-26 at 09:18:26
QUOTE(fritfrat(U) @ Nov 26 2006, 04:17 AM)
And velen, I have no idea what your theory is trying to accomplish.
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Yes well, basically it's an idea I had earlier. After trying it, I found it dosen't work too well. But it does indeed work, but not always with the wanted results.
Report, edit, etc...Posted by Lord-Omega on 2006-11-27 at 10:31:08
QUOTE(Velendesril @ Nov 26 2006, 09:18 AM)
Yes well, basically it's an idea I had earlier. After trying it, I found it dosen't work too well. But it does indeed work, but not always with the wanted results.
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and we all would like to know what the "wanted" results are?
Report, edit, etc...Posted by Mp)Blu on 2006-11-27 at 11:07:02
The 2/1 effect was used a lot in bounds. What it did was make the zerglings frame look blue. It wasnt always 2/1 though, for other units it was like 4/5. wink.gif
Report, edit, etc...Posted by Kenoli on 2006-11-27 at 12:12:38
QUOTE(Mp)Blu)
for other units it was like 4/5.
Lol.
Ok, we're done here.
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