Staredit Network

Staredit Network -> UMS Assistance -> Anti-Feed
Report, edit, etc...Posted by Veta on 2006-04-05 at 18:23:02
I need to know how to stop feeding in a game with storm and splash units... By stop I mean, stop people from getting points off teammates or people of a certain force, in the same sense only getting kills or points from a certain other force.

Force 1 can kill Force 1 units, but not get points (kills) from it.

But it can get points from killing Force 2.

Repeat for Force 2. (Inverted for Force 2)



I need to know how to do that. ^
I looked at my scoreboard triggers but found no way to accomplish this. Anyone have an idea?
Report, edit, etc...Posted by Kyuubi. on 2006-04-05 at 18:44:24
i think if you have different units for each player than i think its possible...other than that im not sure...no matter what you kill, points will always add...i'll try and think up of a method.
Report, edit, etc...Posted by Relentles_Agony on 2006-04-05 at 19:19:32
you could just defeat player that kills other players partner....

probably need to use extended triggs
Report, edit, etc...Posted by Veta on 2006-04-05 at 19:28:18
QUOTE(Relentles_Agony @ Apr 5 2006, 05:19 PM)
you could just defeat player that kills other players partner....

probably need to use extended triggs
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So.. no way I could make it so you can kill your ally but not get points from it?
Edit: I swear, everytime I post in this forum I get the same answer...; Well you could do it like this... but it wouldn't help you at all. It's impossible. I think I know a way, brb. (No second post.) Omgz tat is so hrad i bet if i new ur editor (SF, SCMDraft, X-tra, Classic,) i wuld be abel 2 no how 2 hepl.

Why don't you guys know things? Or at least say it's impossible in the first post.

Edit, Again: What if the player accidently kills his ally, (i.e. Splash, Spells, anything.)
Exactly.. sad.gif
Report, edit, etc...Posted by Kyuubi. on 2006-04-05 at 19:35:11
some us think it might be impossible, its just how the starcraft engine works and the parameters of it we can inspect, but anyway,we're just offering some alternatives if we think it is impossible(and if you want to put it in)...no reason to get ballistic on us for nothing...
Report, edit, etc...Posted by Veta on 2006-04-05 at 19:38:19
QUOTE(SlyShadow @ Apr 5 2006, 05:34 PM)
some us think it might be impossible, its just how the starcraft engine works and the parameters of it we can inspect, but anyway,we're just offering some alternatives if we think it is impossible(and if you want to put it in)...no reason to get ballistic on us for nothing...
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I wasn't... however I am in a negative mood :/. I just need to know if it's possible at all in Snowball Wars. If you don't know what that is, there is a link in my Signature. It uses multiple units and all for different players. So the RPG method won't help.
Report, edit, etc...Posted by fritfrat(U) on 2006-04-05 at 19:47:00
If both teams all have different units, it is possible by simply doing a deaths thing or taking advantage of score: you may want to even consider making the same units, hero and nonhero, for both sides.

But no, there really isn't a way to make it so "if player 1 kills player 2's units.." triggers. Most of the time, people just get around it, such as reworking the map so there is no big icentive to kill each other, or using very specific aspects of the map that can be exploited for the purpose of splash damage/bsing.

No one will say that this is impossible, because we do not know the specifics of the map that is in question if there are any aspects that are unique and could get around it. Try to be more appreciative when asking questions, seeing that no matter how weak the response, that person still took his/her time to try to help you.
Report, edit, etc...Posted by Veta on 2006-04-05 at 19:54:04
I totally understand that someone is replying to help me; but, I got a reply in a previous thread on this forum from a complete idiot and that left me with a bad memory, if you can relate. Anyways, I already said (read, silly) that the map in question is the one in my Signature and I mentioned there're no aspects that I can see, I tend to be good at getting around editor fallacies, that's why when I found no way to do it... I came here. And I tend to never get answers when I come here. I hope you could see why I might be frustrated.
Report, edit, etc...Posted by Azu on 2006-04-05 at 22:04:07
QUOTE(Veta @ Apr 5 2006, 04:53 PM)
I totally understand that someone is replying to help me; but, I got a reply in a previous thread on this forum from a complete idiot and that left me with a bad memory, if you can relate.  Anyways, I already said (read, silly) that the map in question is the one in my Signature and I mentioned there're no aspects that I can see, I tend to be good at getting around editor fallacies, that's why when I found no way to do it... I came here.  And I tend to never get answers when I come here. I hope you could see why I might be frustrated.
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Wow. I know this reply is totally off topic and the admins are going to whack me for it, but, Veta, that is exactly how I am fealing right now. sad.gif
Maybe you could try giving 1 team hero version of unit and giving them same stats though, that way you can keep track of which team is being killed? confused.gif
Report, edit, etc...Posted by Veta on 2006-04-05 at 22:39:44
QUOTE(Azu @ Apr 5 2006, 08:03 PM)
Wow. I know this reply is totally off topic and the admins are going to whack me for it, but, Veta, that is exactly how I am fealing right now.  sad.gif
Maybe you could try giving 1 team hero version of unit and giving them same stats though, that way you can keep track of which team is being killed?  confused.gif
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It's a weak worthless common unit that would get killed, I stopped bs easily enough already (which is what that would work for...)

I hate how they didn't add Kill player unit triggers...
Report, edit, etc...Posted by AgenT_Nick on 2006-04-06 at 08:19:00

Trigger
Description:
anti feed
Players:
¤ current playa
Conditions:
¤ kill score is atleast 1
¤ enemy has sufferd exactly 0 deaths
¤ team mate sufferd 1 deaths
Actions:
¤ subtract score kills -1
¤ set allience status allie to teammate
¤ display text "hey dont feed!"
¤ pressurve
¤ comment "anti-feed"

you will need hyper triggers for it.
if this doesnt work then i dont know! bored.gif
Report, edit, etc...Posted by Veta on 2006-04-06 at 18:13:05
QUOTE(AgenT_Nick @ Apr 6 2006, 06:18 AM)







Trigger
Description:
anti feed
Players:
¤ current playa
Conditions:
¤ kill score is atleast 1
¤ enemy has sufferd exactly 0 deaths
¤ team mate sufferd 1 deaths
Actions:
¤ subtract score kills -1
¤ set allience status allie to teammate
¤ display text "hey dont feed!"
¤ pressurve
¤ comment "anti-feed"

you will need hyper triggers for it.
if this doesnt work then i dont know! bored.gif
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That wouldn't work due to the nature of people killing eachothers' enemies before they ever choose to kill their teammates. However, I do see possibility in that form of triggering it, and I'm not sure if you can actually remove kills like that. But as it stands right now, you need to mod SC to do it.

Edit: I think I am getting some crazy revolutionary trigger ideas, add a DC for each death a player has suffered, and for the kills, if the scores don't add up to be even... subtract. I will repost when I figure this out more... still a bit sketchy, so uhh.. I recommend to play with it if you want to know how to do this too. It would definitely be tutorial worthy if anyone managed this find.
Report, edit, etc...Posted by 00cnr on 2006-04-06 at 19:08:08
Use hyper triggers and have allies constantly ally each other so if you try to unally it will re-ally quick enough so that no damage is done and if a bser tries to click fire it won't do any damage but only show a shooting animation.
Report, edit, etc...Posted by dumbducky on 2006-04-06 at 19:46:31
Use the perfect kills to cash system thing. It should be flawless then.
Report, edit, etc...Posted by Veta on 2006-04-06 at 21:12:36
QUOTE(00cnr @ Apr 6 2006, 05:07 PM)
Use hyper triggers and have allies constantly ally each other so if you try to unally it will re-ally quick enough so that no damage is done and if a bser tries to click fire it won't do any damage but only show a shooting animation.
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That doesn't actually stop it... only for certain units with slow attacks. And it definitely doesn't stop storm.

Oh of course Ducky, since I know what the perfect kills to cash system is... And I thought about using the one in snipers... but with 4v4 games it's kind of hard. I wouldn't know who to take kills from, and I still wouldn't know if you can even remove kills... since I am too lazy to check.
Report, edit, etc...Posted by R0y- on 2006-04-06 at 21:46:11
This is a tough situation because you can't identify the player owned unit in the conditions. If you get no other suggestions, try this.

Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player kills exactly 1 unit.
¤ "Force x" has suffered exactly 1 deaths.
Actions:
¤ Set "Force x" deaths to 0.
¤ Modify score for Current Player: Set 0 to kills.
¤ (other actions)
¤ Preserve trigger.


Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player kills exactly 1 unit.
¤ "Force x" has suffered exactly 0 deaths.
Actions:
¤ Modify score for Current Player: Set 0 to kills.
¤ Preserve trigger.


*Force x represents the units you want the players to kill

This is a long shot, and might not work in the event that units die at the same time (storm >.<) but I'm sure you can modify it to your needs... If not, I'm sorry sad.gif
Report, edit, etc...Posted by Veta on 2006-04-06 at 22:12:05
QUOTE(R0y- @ Apr 6 2006, 07:45 PM)
This is a tough situation because you can't identify the player owned unit in the conditions. If you get no other suggestions, try this.




Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player kills exactly 1 unit.
¤ "Force x" has suffered exactly 1 deaths.
Actions:
¤ Set "Force x" deaths to 0.
¤ Modify score for Current Player: Set 0 to kills.
¤ (other actions)
¤ Preserve trigger.





Trigger
Players:
¤ Current Player
Conditions:
¤ Current Player kills exactly 1 unit.
¤ "Force x" has suffered exactly 0 deaths.
Actions:
¤ Modify score for Current Player: Set 0 to kills.
¤ Preserve trigger.


*Force x represents the units you want the players to kill

This is a long shot, and might not work in the event that units die at the same time (storm >.<) but I'm sure you can modify it to your needs... If not, I'm sorry sad.gif
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Bravo! Well done... closest thing to useful yet.... I'll try to work with it and see how I can do it. I'll probably end up using death triggers to keep track of it somehow.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-07 at 22:09:59
That will work fine but not if there is splash. If there is splash you must use perfect kills to cash method. which would be easier than deaths.
Report, edit, etc...Posted by Veta on 2006-04-08 at 03:01:04
QUOTE(Kept_Wheat @ Apr 7 2006, 08:09 PM)
That will work fine but not if there is splash. If there is splash you must use perfect kills to cash method. which would be easier than deaths.
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I can't do that either because I use Minerals and Gas.

Also, you never explained this method in detail...

Edit: Screw Gmail, Man. http://www.google-watch.org/gmail.html
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-08 at 05:48:04
1)You dont need to use gas or minerals with the perfect method.
2)There is a tutorial and experimental map(for further review).
3)Thats why you encrypt your emails N00B. :0.
Report, edit, etc...Posted by Veta on 2006-04-08 at 19:05:51
QUOTE(Kept_Wheat @ Apr 8 2006, 03:47 AM)
3)Thats why you encrypt your emails N00B. :0.
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Did you even read it?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-04-08 at 21:25:29
yeah they cant scan encrypted emails.
Report, edit, etc...Posted by Veta on 2006-04-14 at 00:40:48
That tutorial didn't help at all... Any other means to do this?
Report, edit, etc...Posted by Kupo on 2006-04-14 at 00:51:48
To solve all of this, have a constant ally trigger, and have hypers, so you can't kill your ally's period.
Report, edit, etc...Posted by Veta on 2006-04-14 at 01:02:55
QUOTE(Kupo @ Apr 13 2006, 10:51 PM)
To solve all of this, have a constant ally trigger, and have hypers, so you can't kill your ally's period.
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Silly newb, I do that already... Units with attack animations faster than 1/13 of a second are not effected by it. IE Bats, Lings, Vultures, Scouts.... many more.
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