Staredit Network

Staredit Network -> UMS Assistance -> add penalty if u bs partner
Report, edit, etc...Posted by Kumano on 2006-01-30 at 08:32:39
I thought of a way that could stop a lot of it, but if another team member kills an enemy at the same time you killed an ally, it couldn't tell which of the players backstabbed, and obviously it should just not do anything because it would be dumb for one of the players to be punished for what the other did.

Basically what it would do, is have a counter for kills (Thermo's kill thing or whatever you would want to use really) for every player and then have a counter for deaths for both teams. It would constantly set all of the counters to 0, to make sure you know which player did the backstabbing. When a player has more kills than the enemy team has deaths, you know that they backstabbed (at least 1 kills for player, exactly 0 deaths for enemy team to avoid 2 people being punished even if 1 was killing an enemy at the exact same time).

Of course this would only work in a map where you control limited units, but the backstabber has at most 1/12 of a second after another team member killed an enemy, which is pretty hard to pull off. This only works for a type of map like snipers with 1 hit kills.
Report, edit, etc...Posted by fritfrat(U) on 2006-01-30 at 17:20:07
I would personally make sure that you do not give a high incentive for team killing in your map, as well as making it a type of game that the bser type doesn't want to join smile.gif

And the ally hyper trigger works pretty well in narrowing down people's motivation, atleast.
Report, edit, etc...Posted by M_s4 on 2006-01-30 at 17:27:33
If it is like a massing game where there are a lot of units, I don't know, but if there was only like one-two units in like an RPG, I'd figure they'd have a lot of HP and what if they damaged them up real good, like from 600/600 to 200/600. That's not killing the other enemy but ur definetaly beating them up and bsing them. I don't its possible to detect what you attack. I'm not sure if it is even possible to detect if you attack anything without EUDs.
Report, edit, etc...Posted by Demaris on 2006-01-31 at 10:08:08

You can detect when someone fires, with EUD conditions. However, they are currently being recalculated you still couldn't determine if they were shooting at an ally.
Report, edit, etc...Posted by PCFredZ on 2006-01-31 at 15:34:51
Tested out Agent Nick's method. Unfortunately, 1/12th of a second is not quick enough to prevent errors, that is, when you kill a unit and your ally loses a unit at the same time.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-01 at 21:38:08
My method works perfectly for any map where there are a ton of units. Not so good where there are few but mine will work for most situations. I could give more ways for specific examples.
Report, edit, etc...Posted by PCFredZ on 2006-02-02 at 12:23:56
Yes but that won't prevent forced attacking using air units or zerglings, which can be done without unallying and even with Hyper Triggers and Allying triggers at the same time.
Report, edit, etc...Posted by LegacyWeapon on 2006-02-02 at 19:04:55
QUOTE(PCFredZ @ Feb 2 2006, 12:23 PM)
Yes but that won't prevent forced attacking using air units or zerglings, which can be done without unallying and even with Hyper Triggers and Allying triggers at the same time.
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Not just Zerglings but all melee units and units with splash.
Report, edit, etc...Posted by PCFredZ on 2006-02-02 at 21:17:13
QUOTE(LegacyWeapon @ Feb 2 2006, 07:04 PM)
Not just Zerglings but all melee units and units with splash.
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Not Zealots (though Infested Terrans would obviously work), but all air to ground / air to air attacks that I can think of will be able to bypass a constant allying trigger.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-02 at 21:55:21
My method works for massing. Manuel attacking doesnt work well. An added ban vote ban system will basically foolproof it.
Report, edit, etc...Posted by Azu on 2006-02-04 at 09:26:22
Just use hyper triggers and make them constantly ally eachother, if you use hyper triggers then it will be impossible for them to BS.

The end.
Report, edit, etc...Posted by PCFredZ on 2006-02-04 at 10:35:32
QUOTE(Azu @ Feb 4 2006, 09:26 AM)
Just use hyper triggers and make them constantly ally eachother, if you use hyper triggers then it will be impossible for them to BS.

The end.
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Read the other posts. Period.
Report, edit, etc...Posted by Kenoli on 2006-02-04 at 11:29:06
With constant allying some melee units can still attack, some can't. Some air units can, some can't. Some splash units can, some can't. You can't generalize it to a certain group.

That's not what the topic was about though, so that dosen't really matter. (In fact, he said "NOT the disabling unallying trigger" Aka. Constant allying trigger. I assume he already knows how this works)

The question was not how to prevent bs. He wanted to learn how to detect it, so that he can make a penalty.

There's no way to distinguish between killing an enemy's unit and killing an ally's unit. But, you may be able to fake it, depending on the type of map you're making.
The first thing that comes to mind is having one team use certain units and another team use different units. (Ie: One team has Marines, the other team has Jim Raynor marines) You can detect what type of units a player is killing. That way you can see when a player has killed a teammate's units.
Report, edit, etc...Posted by Lyon on 2006-02-04 at 15:04:34
QUOTE(AgenT_Nick @ Jan 28 2006, 09:46 PM)



Trigger
Players:
¤ current player
Conditions:
¤ score is 1 kill for current player
¤ "team mate" sufferd 1 death of unit
Actions:
¤ set kill score to 0 for current player
¤ set deaths for "team mate" to 0.
¤ display text: DONT BS!
¤ Deafet for current Player.
¤ Pressurve (only if you just want to warn player, if so remove deafet)
¤ comment

there it is!
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Yea thats how you do it...
BTW: You do indeed Realize you spelled quite afew things wrong.....right? lol
Report, edit, etc...Posted by PCFredZ on 2006-02-04 at 16:37:38
QUOTE(Light_Aurora @ Feb 4 2006, 03:04 PM)
Yea thats how you do it...
BTW: You do indeed Realize you spelled quite afew things wrong.....right? lol
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No, I tested it out. While it should theoretically work (since it's almost impossible to have 2 kills made by different players occur at the same time), in reality (12 times per second) it is not fast enough.
Report, edit, etc...Posted by Azu on 2006-02-06 at 03:40:05
QUOTE(PCFredZ @ Feb 4 2006, 02:37 PM)
No, I tested it out. While it should theoretically work (since it's almost impossible to have 2 kills made by different players occur at the same time), in reality (12 times per second) it is not fast enough.
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Where the fark are you guys getting the idea that it has to happen at the same time?

Player 1 and 2 player are on 1 team

Player 3 and player 4 are on the other team

Player 3 kills one unit of player 2

Half an hour later player 1 kills 1 unit of player 4

Player 1 and player 3 will both get ended in defeat and get the do not BS message even though they didn't BS

Duh
Report, edit, etc...Posted by in_a_biskit on 2006-02-06 at 07:49:59
I think implicitly it was meant to be understood that each player has a trigger which resets kills score and deaths to 0 continuously. In that case, the two separate events of two people on opposite teams killing their respective enemies would have to occur within the same trigger cycle (1/12 second) in order for the trigger to misfire.

Unfortunately, as PCFredZ tested for us, 1/12 of a second isn't reliable enough for this method to be used very practically.
Report, edit, etc...Posted by Azu on 2006-02-06 at 09:07:49
And also, an ACTUALL backstabber could abuse it anyways

Player 1 and 2 on one team

3 and 4 on another

Player 2 tries to nuke player 3 and/or 4

Player 1 jumps in the line of the nuke on purpose, causing player 2 to lose.
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