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Staredit Network -> UMS Assistance -> [SOLVED] Walling Question
Report, edit, etc...Posted by Mp)7-7 on 2006-04-03 at 20:40:03
What is a good trigger that is used for anti-walling, like making a defense where untis travel from left to right across say a 10 wide area!

One that blocks people from completely bloking the whole lane, but not killing or moving the units?

I was thinking of one that is really complex!

Having a lot of locations, like a square of one by two. All the way down. So in other words, a lot of locations=a lot of triggers. Where player brings 1 unit to location 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, move one unit owned by current player at location 1 to location 11! But I want people to be able to make a wall without blocking, like making a maze (zig zag) But not wall!

Is there any easier way?
Report, edit, etc...Posted by Demaris on 2006-04-03 at 20:51:30

Have the computer be unallied to the human, and just order a move. If they are blocked, they will attack.
Report, edit, etc...Posted by Mp)7-7 on 2006-04-03 at 20:59:51
but withought attacking? sry forgot to add that!
Report, edit, etc...Posted by Demaris on 2006-04-03 at 21:01:46

Hmm, how about have ten cloaked wraiths go down the course, one on each square. Use hyper triggers, and have a location over each one. Then if they bring a unit to all of the locations, do whatever anti-walling penalty you want.
Report, edit, etc...Posted by Kupo on 2006-04-03 at 21:21:56
Or have a voting system, and if they all vote the player to stop walling, scramble there units!
Report, edit, etc...Posted by Noober on 2006-04-03 at 21:23:08
Wow, I had this exact same question when I was making über hydra d. Check out my thread in this forum; it's about 3 weeks old.
Report, edit, etc...Posted by Zeratul_101 on 2006-04-03 at 22:21:49
QUOTE(Kupo @ Apr 3 2006, 07:21 PM)
Or have a voting system, and if they all vote the player to stop walling, scramble there units!
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lmfao, what if all the players are cheaters?

the best way would the wraith way or something similiar to that, just try to avoid making all those 1x1 locations
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-03 at 23:29:16
That wouldnt work if they made a diagnol wall. I know a method that can only be done if there are no air units. Or there is stacking.
Report, edit, etc...Posted by Kupo on 2006-04-04 at 00:16:22
QUOTE(Zeratul_101 @ Apr 3 2006, 06:21 PM)
lmfao, what if all the players are cheaters?

the best way would the wraith way or something similiar to that, just try to avoid making all those 1x1 locations
[right][snapback]459006[/snapback][/right]

Then they are. nothing we can do about it can we?
Report, edit, etc...Posted by Zeratul_101 on 2006-04-04 at 00:53:19
QUOTE(Kept_Wheat @ Apr 3 2006, 09:28 PM)
That wouldnt work if they made a diagnol wall. I know a method that can only be done if there are no air units. Or there is stacking.
[right][snapback]459039[/snapback][/right]


hm, good point, never considered that

i think the only solution would be to have a sacrificial unit at regular intervals, all other units would be constantly healed while those units would be one hit kills, when that sacrificial unit is killed, w/e scatter effect is wanted is activated

the only thing is, i'm not 100% sure they would attack a unit that isn't directly blocking them

QUOTE(Kupo @ Apr 3 2006, 10:16 PM)
Then they are. nothing we can do about it can we?
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so that means your system isn't very effective
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-04 at 14:33:36
Here's one way... It might take some timing work, however.

Every now and then send an invincible unit across, and if it doesn't make it in the max time it could take, deal the punishment.
Report, edit, etc...Posted by Noober on 2006-04-04 at 15:11:09
QUOTE(Kept_Wheat @ Apr 3 2006, 10:28 PM)
That wouldnt work if they made a diagnol wall. I know a method that can only be done if there are no air units. Or there is stacking.
[right][snapback]459039[/snapback][/right]

And what method is that?
Report, edit, etc...Posted by Kyuubi. on 2006-04-04 at 15:48:22
might be able to make a trigger to moves the unit back where it was if it leaves the location. if your saying that the unit is not supposed to go out of its area than that might work?
Report, edit, etc...Posted by Friut on 2006-04-06 at 07:00:01
Before the level... make a unit... (zergling that is invincible) go through the certain section. When it reaches the end, it goes away, no lifes lost, and the level begins. (Oo.Vics.oO Tower D does this)
Report, edit, etc...Posted by JaFF on 2006-04-06 at 14:38:51
isn't it easyer to do that time stuff but without a ling in beginnig of the level.
+ you can open a path when ling runs, & when he passes block again

when level starts wait some times that's needed to pass it + some times to run through all the mazes of marines or other units & if no enemy make it to finish but they are still alive, then punish the player.
Report, edit, etc...Posted by Raindodger on 2006-04-06 at 20:26:14
Send a unit checker. Before every level send a invinible unit at each spawn to the center, and disable the players SCV's/Builders while this is happening. If the unit doesnt make it, give the player an option to unwall it. And then run it again, to make sure he removed the wall.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-07 at 22:06:51
/////////
SYSTEM
/////////

Every round you must send an invincible unit down. If he doesnt make it down. Warn them and give them 1minute to fix it and send another guy down. If he doenst make it for whatever reason than kill all the units in a row down the side or something of the sort. This method offers warning and wont piss players off. Althought this will only work with none moveable blockers otherwise they could open the path up every time he got close. Also note that there is no possible system for movable blockers as they could do that with any system made on starcraft.
Report, edit, etc...Posted by Mp)7-7 on 2006-04-08 at 00:10:58
Thanks for the help guys! Ill test some of these to see how they would work!
Report, edit, etc...Posted by M_s4 on 2006-04-08 at 00:21:13
Yes, there have already been like 3 people suggesting the invincible unit going down checker, before the level. That can be flawed by simply letting the invinciblie unit go down easy, then clogging it up back again.

Two ways to counter that flaw:
-Bring the invincible unit down ALONG WITH the defending units.
-Do it the classic way; Order a Move, if they are blocked, they will attack.

Also, that voting system idea sucks so bad omg.
Report, edit, etc...Posted by JaFF on 2006-04-08 at 09:43:03
WHY DO YOU NEED AN INVISIBLE UNIT AT THE BEGINNIG OF A ROUND ?????

just make 2 triggers:

trigger 1

conditions:
level start condition
actions:
start level actions
wait X (where X is the time the enemy's Should pass if there is no wall)
set switch "N"

trigger 2

conditions:
switch "N" is set
player "attacker enemy" brings atleast 1 any unit to "run path"
actions:
clear switch "N"
punish the player
Report, edit, etc...Posted by LegacyWeapon on 2006-04-08 at 10:42:01
Some mazes are amazingly long. And extremely long waits are terrible for the trigger cycles.

>Solved.
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