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Staredit Network -> UMS Assistance -> How do u add a penalty if u bs ur partner?
Report, edit, etc...Posted by ToFu on 2005-11-03 at 07:11:32
I made a map called Laser Tag Light
People bs each other and keep winning i added anti-unally trigger.
but it wont prevent allys bsing partners units to get points can any1 help me?
Report, edit, etc...Posted by Kumano on 2005-11-03 at 07:33:31
If you have hyper triggers, make triggers like this:

Trigger
Players:
¤ Force 1
Conditions:
¤ Always
Actions:
¤ Set Force 1 to ally.
¤ Preserve Trigger


Trigger
Players:
¤ Force 2
Conditions:
¤ Always
Actions:
¤ Set Force 2 to ally.
¤ Preserve Trigger


This will make the units constantly stop firing, but it will only work for some units, things that attack almost instantly will still manage to shoot once. What you could do on the other hand, is instead of detecting whenever the people get kills, is detect whenever the other team gets a death. This would only work if there were only 2 teams though.

Report, edit, etc...Posted by ToFu on 2005-11-03 at 08:01:56
QUOTE(Kumano @ Nov 3 2005, 08:33 AM)
If you have hyper triggers, make triggers like this:




Trigger
Players:
¤ Force 1
Conditions:
¤ Always
Actions:
¤ Set Force 1 to ally.
¤ Preserve Trigger





Trigger
Players:
¤ Force 2
Conditions:
¤ Always
Actions:
¤ Set Force 2 to ally.
¤ Preserve Trigger


This will make the units constantly stop firing, but it will only work for some units, things that attack almost instantly will still manage to shoot once. What you could do on the other hand, is instead of detecting whenever the people get kills, is detect whenever the other team gets a death. This would only work if there were only 2 teams though.
[right][snapback]347427[/snapback][/right]

Ive done that but it doesnt work
it works with units that use range like a marine or ghost etc. etc. etc
but it doesnt work with the zergling or ultralisk.
The thing im adding is that if u kill ur allies unit then u lose that unit.
Report, edit, etc...Posted by Kumano on 2005-11-03 at 08:17:51
The problem is the detecting, not making the penalty. How many teams are there? If only 2 you could do what I said earlier. That way if you killed an ally it would just give the enemies a point still.
Report, edit, etc...Posted by ToFu on 2005-11-03 at 08:22:46
pinch.gif ill try and do that
Report, edit, etc...Posted by RedNara on 2005-11-03 at 11:01:18
tell you the truth that trigger should work i bet you dont have hyper trigger

ADDITION:
easy one is where when an ally kills an ally just give the enemy the point.. it wont take anytime.. and also do subtract 1 point from yourself
Report, edit, etc...Posted by SA_Max71 on 2005-11-03 at 15:26:20
*Max checks to see if the tutorial database has a tutorial on how to tie one's shoes, but can't find one.* OMG! We don't have every tutorial in there! tongue.gif

A link to the tutorial on how to do hypertriggers: http://www.staredit.net/index.php?tutorial=49
Report, edit, etc...Posted by Urmom(U) on 2005-11-03 at 15:37:19
cant you just make the leaderboard display kills of enemy units and go from there?
Report, edit, etc...Posted by KABOOM on 2005-11-03 at 15:50:19
Theres many ways of doing it...just use the one you find easiest
Report, edit, etc...Posted by Kumano on 2005-11-03 at 15:57:27
Leader board kills is what he has. The problem is, it includes kills when he kills an ally.
Report, edit, etc...Posted by Urmom(U) on 2005-11-03 at 16:18:45
The only thing that I can think of doing is making the leaderboard for custom and just add a point when they kill an enemy unit. That is if you aren't already using the custom score.
Report, edit, etc...Posted by Mp)MinigameEast on 2005-11-03 at 18:17:19
or just make a trigger like.

when force 1 (You) kills a unit that is force 1 (Other Player).
give a big wait time about a minute so they can respond.
set kills to 0.
preserve trigger.

but that trigger works for every kill you get money.
Report, edit, etc...Posted by PCFredZ on 2005-11-03 at 18:35:09
QUOTE(BoyScout @ Nov 3 2005, 12:01 PM)
tell you the truth that trigger should work i bet you dont have hyper trigger
[right][snapback]347453[/snapback][/right]

Nope, attacks like melee and air-to-ground manage to fire.

QUOTE(urmom @ Nov 3 2005, 05:18 PM)
The only thing that I can think of doing is making the leaderboard for custom and just add a point when they kill an enemy unit.  That is if you aren't already using the custom score.
[right][snapback]347506[/snapback][/right]

QUOTE(Mp)MinigameEast @ Nov 3 2005, 07:17 PM)
or just make a trigger like.

when force 1 (You) kills a unit that is force 1 (Other Player).
give a big wait time about a minute so they can respond.
set kills to 0.
preserve trigger.

but that trigger works for every kill you get money.
[right][snapback]347554[/snapback][/right]

There's no such condition as "If current player kills X unit belonging to Force Y".
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-03 at 18:59:26
I think it would be better if you set alliances with all the players in a force instead of allying the force as a whole. Maybe it doesn't matter but you never know.
Report, edit, etc...Posted by Kumano on 2005-11-03 at 19:05:06
The alliance thing only works for units that take time to do their attack, (most melee don't do it instantly, just shortly after)Most range units take no time to do the attack though.

QUOTE
There's no such condition as "If current player kills X unit belonging to Force Y".
That and also only can set kill score.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-03 at 22:20:11
Isn't this laser tag? So why would there be melee units?
Report, edit, etc...Posted by Urmom(U) on 2005-11-04 at 15:17:44
QUOTE
There's no such condition as "If current player kills X unit belonging to Force Y".

I mean like

Trigger
Description:
Add points
Players:
¤ The People on Team 1
Conditions:
¤ Current Player suffers at least 1 death of [unit]
Actions:
¤ Set Deaths for current Player: Subtract 1 for [unit]
¤ Set Score: Add 1 for Custom
¤ Preserve Trigger

Something like that is what I meant. I don't think that it would actually prevent it but it would stop people from doing it once they see their enemy's points going up.
Oh wait, can you use two custom scores? I think they would need two for this method.
Report, edit, etc...Posted by SA_Max71 on 2005-11-04 at 15:26:28
QUOTE(urmom @ Nov 4 2005, 01:17 PM)
Oh wait, can you use two custom scores? 
[right][snapback]348035[/snapback][/right]

Yes, you can have two triggers running to display two different scoreboards at the same time. I don't think it matters, though, since BoBTheLegend hasn't posted recently.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-06 at 03:00:37
omg so ez...


TRIGGER 1



players:
anyone

conditions:
if "current player" kills atleast 1 anyunit owned by "Force 2"

actions:
create "1" "point unit" at "scoring location"
preserve trigger



TRIGGER 2



players:
anyone

conditions:
"player" brings "atleast 1" "point unit" to "scoring location"

actions:
add "1" "custom score" for "current player"
remove "point unit" at "scoring location"
preserve trigger.
Report, edit, etc...Posted by Kumano on 2005-11-06 at 06:45:48
QUOTE(urmom @ Nov 4 2005, 12:17 PM)
I mean like










Trigger
Description:
Add points
Players:
¤ The People on Team 1
Conditions:
¤ Current Player suffers at least 1 death of [unit]
Actions:
¤ Set Deaths for current Player: Subtract 1 for [unit]
¤ Set Score: Add 1 for Custom
¤ Preserve Trigger

Something like that is what I meant.  I don't think that it would actually prevent it but it would stop people from doing it once they see their enemy's points going up.
Oh wait, can you use two custom scores?  I think they would need two for this method.
[right][snapback]348035[/snapback][/right]


That's sort of what I meant when I said about detecting deaths, I don't think it would need 2 seperate leaderboards, there is more then 1 player (that 1 could have the score add for player 5 assuming it's the first on the other team, and the other team's deaths add for player 1). Or if you really needed to you could just use minerals/gas where minerals is team 1 score and gas team 2 score.


QUOTE
TRIGGER 1

players:
anyone

conditions:
if "current player" kills atleast 1 anyunit owned by "Force 2"

actions:
create "1" "point unit" at "scoring location"
preserve trigger

TRIGGER 2

players:
anyone

conditions:
"player" brings "atleast 1" "point unit" to "scoring location"

actions:
add "1" "custom score" for "current player"
remove "point unit" at "scoring location"
preserve trigger.



I don't see why you're creating units then removing them directly afterwards, you may as well just add custom right away, also there is no 'Kills unit belonging to player' condition and you forgot to set kills to 0 (which doesn't work anyway, you can only set kill score).
Report, edit, etc...Posted by Mini Moose 2707 on 2005-11-06 at 11:08:48
QUOTE(-)HyDrO(- @ Nov 6 2005, 04:00 AM)
omg so ez...
TRIGGER 1
players:
anyone

conditions:
if "current player" kills atleast 1 anyunit owned by "Force 2"

actions:
create "1" "point unit" at "scoring location"
preserve trigger
TRIGGER 2
players:
anyone

conditions:
"player" brings "atleast 1" "point unit" to "scoring location"

actions:
add "1" "custom score" for "current player"
remove "point unit" at "scoring location"
preserve trigger.

So let me get this straight: I do a -> b, b -> c, instead of a -> c?
Have I also mentioned this makes an endless loop after one kill?

Let's apply some logic...

I'm going to assume they players are divided into forces. I would use Allies/Foes, but I'm not sure if that works and I'm not willing to test it now.

Current Player and his allies are Force X.
Enemy Players are Force Y.


Force X - 1
Conditions:
-Current Player Kills score is at least 1. (You killed something)
-Force Y has suffered at least 1 deaths of men. (Foes lost something)

Actions:
-Set Score for Current Player, set kills to 0.
-Set Deaths for Force Y, subtract 1 from men.
-Whatever other triggers a valid kill sets off.
-Preserve Trigger

Force X - 2
Conditions:
-Current Player Kills score is at least 1. (You killed something)
-Force X has suffered at least 1 deaths of men. (Allies lost something)

Actions:
-Set Score for Current Player, set kills to 0.
-Set Deaths for Force X, subtract 1 from men.
-Whatever other triggers a team kill sets off.
-Preserve Trigger

Repeat for Force Y, switching the Xs and Ys.
This should work 99% of the time, the other 1% being two things dying at the same time, which can cause a bit of confliction.
Report, edit, etc...Posted by RedNara on 2005-11-06 at 11:17:13
sorry but this is totally off topic
but its so weird how BoBTheLegend has never posted in a real long time..

but our sen member go on reapting each other saying there way of trigger..

-)HyDrO(-
is not

Mini Moose 2707
is correct
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-08 at 06:38:12
QUOTE
sorry but this is totally off topic
but its so weird how BoBTheLegend has never posted in a real long time..

but our sen member go on reapting each other saying there way of trigger..

-)HyDrO(-
is not

Mini Moose 2707
is correct

i was only trying to help einstein
and atleast i tried, lets see ur effort -.-
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