Staredit Network

Staredit Network -> UMS Assistance -> Detect unallieing
Report, edit, etc...Posted by The.Gnome on 2004-09-10 at 02:45:43
how do you detect when some one unallies some one else?

like this map [attachmentid=1531]
Report, edit, etc...Posted by Kenoli on 2004-09-10 at 03:19:14
I dont know how that map does it. Its protected and ive never played it before.
What i would do is make some spider mines that only do 1 damage, so if someone unallied, their spider mine would kill itself trying to attack, and you could have a trigger activate when they don't have a spider mine.
Report, edit, etc...Posted by The.Gnome on 2004-09-10 at 03:21:39
Oh, I never thought about that way... thanks, now it makes sense
Report, edit, etc...Posted by Kow on 2004-09-10 at 05:58:25
One that doesnt require killing units is:
Trigger
Players:
¤ Humans
Conditions:
¤ Enemies bring at least 1 unit to 'location'
Actions:
¤ Display Message: 'Do not unallie'
¤ Set alliance state for 'players' to ally
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-10 at 10:20:12
Or put some sort of unit killing somewhere remote to detect when enemies. Anything that detects deaths due to it.
Report, edit, etc...Posted by General Azn on 2004-09-14 at 01:31:54
Kow has a good idea... You can also say in text Red Has Unallied or DONT #$%en BS RED!!

ADDITION: Oo ya, you can also use "

Always'
Allie with Player 1 and who ever
Preserve Trigger
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-14 at 10:16:19
That won't detect, only stop it....
Report, edit, etc...Posted by Yoshi da Sniper on 2004-09-14 at 14:18:35
Does the same job. Of course, the units may conflict if players have access to that unit.

The mine would have to be in an isolation area, possibly stacked.

You could also have the "slap" system. If player 1 kills more than 15 of player 2's units lets say, player 2 gets the choice to ban, or if it was all an accident (splash damage happens!)
Report, edit, etc...Posted by Vindexus on 2004-09-14 at 14:33:40
If you don't want them to BS, use hyper triggers and just constantly ally the players, it makes it impossible to target your allies with your ghost.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-14 at 15:23:48
Did you just want to know if someone was unally'ing you or something, that is possible through using an isolated area of the map, with 2 marine's and a location which overlaps them both. They are owned by two players, and if one of them dies then that means the other has unallied them.

This works by having a larger location which will stop other units entering the area and so causing problems!

The location is there to replace the lost units afterwards, use a Switch to make sure that whatever you do if someone unally's isn't always repeated!
Report, edit, etc...Posted by Yoshi da Sniper on 2004-09-14 at 16:11:04
QUOTE(Vindexus @ Sep 14 2004, 02:33 PM)
If you don't want them to BS, use hyper triggers and just constantly ally the players, it makes it impossible to target your allies with your ghost.
[right][snapback]72944[/snapback][/right]

Its just a matter of hotkey A and click. You can kill units.

I never thought I'd say this, but hyper triggers aren't fast enough tongue.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-14 at 17:03:09
Actually, Yoshi, that depends on the unit. Some units have some animations to go through before doing their actualy attack.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-14 at 18:49:25
QUOTE
Its just a matter of hotkey A and click. You can kill units.

I never thought I'd say this, but hyper triggers aren't fast enough


It's not a hypertrigger thing. tongue.gif It is just the unit attacking, regarless of ally stance. Just liek you can attack your own stuff. I think... ermm.gif
Report, edit, etc...Posted by MapUnprotector on 2004-09-14 at 18:52:42
well actually if you have preserved ally and you have a ghost trying to kill an ally it wont work it will shoot but it wont take dmg, and couldnt you also use the action FOES and condition OPONENTS
Report, edit, etc...Posted by Yoshi da Sniper on 2004-09-14 at 19:15:19
QUOTE(Mini Moose 2707 @ Sep 14 2004, 05:03 PM)
Actually, Yoshi, that depends on the unit. Some units have some animations to go through before doing their actualy attack.
[right][snapback]73034[/snapback][/right]

Thats true. Units like marines, zlings are a part of that.
Report, edit, etc...Posted by MapUnprotector on 2004-09-14 at 19:17:52
actually i think its range vs melee units
Report, edit, etc...Posted by Ninja)be( on 2004-09-25 at 16:31:07
lets say ur all alied to start with then player 1 unallies it might go like this
c: player 1 has at least 1 foe in game
a: defeat..
thats for defeat cause i played that map sniper locks.. when i unallied in that in detected it but also made me lose
Report, edit, etc...Posted by Vindexus on 2004-09-25 at 18:59:23
QUOTE(Ninja)be( @ Sep 25 2004, 03:31 PM)
lets say ur all alied to start with then player 1 unallies it might go like this
c: player 1 has at least 1 foe in game
a: defeat..
thats for defeat cause i played that map sniper locks.. when i unallied in that in detected it but also made me lose
[right][snapback]78813[/snapback][/right]


Unless you're allied to everyone during the whole game that won't work because they will lost as soon as the enemy force owns a guy.
Report, edit, etc...Posted by Drakiel on 2004-09-25 at 19:08:31
QUOTE(Coko @ Sep 14 2004, 07:23 PM)
Did you just want to know if someone was unally'ing you or something, that is possible through using an isolated area of the map, with 2 marine's and a location which overlaps them both. They are owned by two players, and if one of them dies then that means the other has unallied them.

This works by having a larger location which will stop other units entering the area and so causing problems!

The location is there to replace the lost units afterwards, use a Switch to make sure that whatever you do if someone unally's isn't always repeated!
[right][snapback]72960[/snapback][/right]


*LOL* That's funny, right when I read the problem, I was JUST gonna answer it that way.
Either stick all marines in an isolated area, and respawn them after a sec if dead.

Or, do sets of marines, 6 player map, p1 with p2 marine, p1 with p3 marine,
etc... In small isolated parts.

It'll take MORE work though, if you want a message to display if an allied player backstabs. You'd have to use a lot of switches and stuff.
Otherwise, the player can just check for backstabbers at any time, if he remembers.
Report, edit, etc...Posted by PCFredZ on 2004-09-25 at 19:13:23
in Snipers Lock Only, you CAN'T have a hyper trigger + constant allying, because then you can't kill your enemies even when you click on them!

While having units attack would detect unallying, it's totally unnecessary.

Kow's idea is the best, if you all just take a moment and think about it!
Report, edit, etc...Posted by FaZ- on 2004-09-26 at 15:26:30
LOL. This is funny for me. I'll explain. In my FFA SpEeDBaLL map i made a trigger to detect unallying. I'll give in a second. The newb that made that map unprotected my speedball map and stole the trigger (along with the exact wording i used. hehe) and put it into his map. The problem: speedball is a 6 player free for all. That map is a team 3v3 game. Flingz is too ignorant to think anything of that however, so if one player ever unallies the game will crash for all players. Anyway, here is the trigger that works for my free for all map. It has a warning for the first time someone unallies, and after that it kicks them.

Players:
- Each player needs a seperate trigger.
Conditions:
- Elasped scenario time is atleast 3 seconds (to be sure alliances wanted at start of game happen)
- Foes has at least 1 opponents remaining in the game.
Actions:
- Display: Dont touch the alliances again or you lose.
- Set all players to ally.
- Set "Red Unallied" (a seperate switch for all players.)
--------------------------
Players:
- Each player needs a seperate trigger.
Conditions:
- Foes has at least 1 opponents remaining in the game.
- "Red Unallied" is set.
Actions:
- You were warned dumbass.
- Wait for 5000 milliseconds (so he can say wtf and oops etc.)
- Defeat.
-------------------------

This trigger doesn't work for a team game, I'm working on a different trigger for my team map currently that will work. You can't just constantly have everyone re-ally because every time that someone allies your sniper will stop and wont fire. So even if you attack target the enemy he won't die. That makes it a bit hard to snipe. This was used to make an anti-backstab in another sniper map, and hyper triggers were fast enough, but the creator used wait 1 millisecond hyper trigs, not wait 0? And no i didnt unprotect the map it was given to me =p
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-09-26 at 16:13:45
Have an are with a flame trap and a building unit for each player. Notify a player when their building dies, recreate the building and set the death to 0 in a certain amount of time.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-26 at 17:38:04
I like it Faz, nice use of (under)used triggers there. I not sure i'd of thought of that at first, but it works nicely, likely i'd used a Death Counter instead of the Switch to save strings, but thats just me.

Easy to convert for Team Games

3v3

Condition
Foes has at Most 2 opponents remaining in the game.
Death Counter (Number of Players = 3 per side)
Actions:
Someone has allied to opposition:
KILL, MAIM, BURN
Report, edit, etc...Posted by FaZ- on 2004-09-26 at 21:58:21
I'm not sure what you mean by saying death counter. Is that just an alternative way of using "switches." ?

BTW- It's KILL, MAIM, BURN! not what you said. -.-
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