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Staredit Network -> UMS Assistance -> Anti unallying
Report, edit, etc...Posted by r[s]t on 2005-07-08 at 19:55:58
need help with two triggers.

in the snipers lock map u cannot unally a gun. how did they do taht and detect it when u unally a player?


And how do i do something like this?

condition: player 1 kills one anyunit owned by player 2
condition: etc

Report, edit, etc...Posted by DT_Battlekruser on 2005-07-08 at 19:57:14
Kill detection is the best you can do if you want to detect unallying. But how can prevent it by preserving a trigger saying "player x ally player y" etc.
Report, edit, etc...Posted by Ultimo on 2005-07-08 at 20:01:08
DT_Battlekruser, you've never played a sniper map? The way they do it is if you unally twice, you lose. Using your way, you can't detect it. If they keep preserving ally, then it won't work, since you won't fire. They have an ingenius system, and I love it.

CODE
CONDITION:
Current Player has at least 1 opponent in the game.
ACTION:
Set All Players to Ally.
Display Text Message: Don't unally noob!
Preserve Trigger
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-08 at 20:03:06
wow thats a simple way 2 detect it haha nice
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-08 at 20:03:44
Eh, time to blow some dust off Starforge..

And the condition would be Foes command at least 1 Gun Trap, there is no condition like you stated so ha! tongue.gif
Report, edit, etc...Posted by Ultimo on 2005-07-08 at 20:05:43
The condition is "Current Player has at least ___ opponents in game." What are you on boy? That condition exists, and I'm pretty sure it works. I'm not sure opponents is enemies though. Though, your way works too. It'd be "Foes command at least 1 Sniper." though, gun trap? rofl. The first solution doesn't work though.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-08 at 20:09:15
Swear to god never used that condition.

*DT_Battlekruser swears to make a maps soon.
Report, edit, etc...Posted by KrAzY on 2005-07-09 at 01:49:56
QUOTE(DT_Battlekruser @ Jul 8 2005, 05:09 PM)
Swear to god never used that condition.

*DT_Battlekruser swears to make a maps soon.

[right][snapback]257712[/snapback][/right]


ahah, lol. What else can fix the problem?
Report, edit, etc...Posted by r[s]t on 2005-07-09 at 02:58:03
okay so i need answers to my questions

How did they do that thing in the snipers map? whats the condition?


and how do i make a condition where a players kills a unit owned by a certain player?
Report, edit, etc...Posted by Felagund on 2005-07-09 at 04:40:24
[center]All the players are allied. That's pretty simple. Here ya go:


Trigger
Description:
Alliance Trigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Set All Players to Allied Victory
¤ Preserve Trigger


This will detect if you unallied:


Trigger
Description:
Unally Detection
Players:
¤ All Players
Conditions:
¤ Current Player has at least 1 opponent remaining in the game.
Actions:
¤ Display text message: Don't unally noob!
[/center]
Report, edit, etc...Posted by r[s]t on 2005-07-09 at 13:23:54
well what if there 2 teams ? I still want the guy to be allied to others on there own team......


but the first wquestion would be important if i can figure out how to make condition where player kills a unit owned by a certain player. if i can make this one i wouldnt need the one above. so let focus on question 2. THanks
Report, edit, etc...Posted by Deathknight on 2005-07-09 at 16:47:39
I don't think any of these would work. You have opponents in the game ANYWAY, so there's absolutely no way to make it work the way you guys posted it.

Just a suggestion, search around before you post. Find the Trigger Viewer, and look at the triggers in the sniper map.

Sir_Fela_the_Wise, Ultimo already stated why your triggers wouldn't work. Read the posts before you post next time.
QUOTE(Ultimo)
Using your way, you can't detect it. If they keep preserving ally, then it won't work, since you won't fire.
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 16:49:39
Unless opponent doesn't represent enemies, then my way wouldn't work. The other way that I think would work is using:

CONDITION:
Foes command at least 1 Sniper
ACTION:
Set All Players to Ally
Display Text Message: Don't Unally!
Preserve Trigger
Report, edit, etc...Posted by Deathknight on 2005-07-09 at 16:56:22
But if you have two teams, all players on the opposite team are considered your foes or opponents.
Report, edit, etc...Posted by Felagund on 2005-07-09 at 17:06:41
Okay, well, that's pretty simple to solve. Just make some triggers to figure out how many opponents are in the game.

If you have 3, well you'd need 3 triggers to figure out how many opponents there are.


Trigger
Description:
Death Counter Example
Players:
¤ Team 1
Conditions:
¤ Player 1 commands 1 "Sniper"
Actions:
¤ Add 1 death for Team 1 Count


Then you might have a unit somewhere in-game so that the game can recognize if that player leaves. For example, a supply depot in a corner to signify that a player is present. Set a switch (or a death counter or something) to mark that the player had been in-game. Have another trigger constantly running to see if that player doesn't control that unit anymore, and if that player doesn't, then subtract 1 from the Team 1 Death Count.


Trigger
Description:
Unally Detection
Players:
¤ Team 2
Conditions:
¤ Has 1 death of Team 1 Count
¤ Has at least 2 opponents remaining
Actions:
¤ Display text "Don't unally noob!"
¤ Set Team 2 to Allied Victory


Is that what you want? I think I understand.
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 17:49:53
Deathknight, have you even played a Sniper Locks Map, better yet, made a map recently? Your trigger knowledge is a bit rusty. My first way of doing it doesn't work, but my second way, Commanding Foes, does work. You are considered a foe WHEN YOU ARE UNALLIED. Not since you're on different forces.

This map proves my theory.

Move the tank to the shard to try an unally the enemy.
Report, edit, etc...Posted by Sniper on 2005-07-09 at 17:51:30
Does using "foe" in a condition not work? I tried it with a trigger, and it didn't fire.
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 17:53:21
It works...You just have to have the conditions set for it right. -.-
Report, edit, etc...Posted by Felagund on 2005-07-09 at 18:00:16
Ultimo what's wrong with my (second) triggering?
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 19:45:06
I don't think Opponents can be used as a viable trigger, since opponents are amount of player/computers in the game? Alliance status doesn't affect opponents.
Report, edit, etc...Posted by Felagund on 2005-07-09 at 20:04:22
Seems to work just fine for me?
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 23:42:34
That detects allied victory, not alliance. sick.gif
Report, edit, etc...Posted by Felagund on 2005-07-10 at 00:26:07
What? Fine, I'll change the settings. Let's see if it works. *Note* AV is off.

God dammit! The triggers can never work the way you want them to. ranting.gif

The action is misleading. Try whatever Ultimo said. Well, maybe it could be useful for a UMS map set up in melee style, if that'll ever be made. That way people can know who doesn't have AV on come the end, but other than it's worthless! Omfg! I'm mad.
Report, edit, etc...Posted by Deathknight on 2005-07-10 at 00:26:14
Ok, maybe I am a bit "rusty" with the condition. But making maps or not has nothing to do with it.

The way I understand it is opponents are considered all that specific players' enemies. So if all other players are set to allied, that player then has zero opponents. Foe is a synonym for opponent.

If I have misunderstood the conditional player value, please correct me.
Report, edit, etc...Posted by Ultimo on 2005-07-10 at 00:30:06
Apparently opponent is affected by allied victory.
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