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Staredit Network -> UMS Assistance -> [SOLVED]Walling Problem..
Report, edit, etc...Posted by Kurz991 on 2006-06-06 at 18:45:14
Well I have a problem in my defense map where u defend with ground and air units against ground and air units.. u can wall the ground units so they never reach the end. Does anyone know a good way to stop that without blocking off the path?
Report, edit, etc...Posted by Noober on 2006-06-06 at 19:05:13
Search is your second best friend next to tutorials.

http://www.staredit.net/index.php?showtopi...l=prevent++wall
Report, edit, etc...Posted by Toothfariy on 2006-06-06 at 19:51:30
one way i'd suggest is to have the shooters on a seperate platform then the runners.

like so:


__________ < shooters
======== < runners
__________<shooters

make a space so they arn't able to block.

what you could do is have the units "attack to" the end location. and make the wallers have 1 hp so they arnt able to wall. i wounld not suggest that however, if the trigger messes up, it will kill all the units for the defender.

if you really wanted, you could set out a grid. or make rows of locations that if they bring a certin number of x units to the location, it'll move them somewhere so they arnt walling. for example: have a 1x12 verticaly and if they bring lets say 20 marines to there, they'd have to be walling. you move all of them. and display NO WALLLING.

you could also trust player one to ban the players that wall but most poeple wont pay attetion to that
Report, edit, etc...Posted by Mp)7-7 on 2006-06-06 at 19:55:55
Make a location along both sides of the path and if th player brings units to that location have them moved to another location, middle!
[center] or [/center]
You could make the units have an attack (low) and have life that can be attacked for the players and if they block they will start attacking. Then they wont block!
Report, edit, etc...Posted by Toothfariy on 2006-06-06 at 20:01:25
HEY! 7-7 you just gave me an idea.

ok combine both ur ideas. what do you get? this:

when you bring a player to the tops and bottms of the row, disable invincabilty and you will only lose those units. and of course make the comps attack to the end.
Report, edit, etc...Posted by Mp)7-7 on 2006-06-06 at 20:07:23
Sweet Idea, I seriously have never thought of that, Thats cool that you thought of that from mine, I like that better than those ones I said, because there both lol! But nice work tooth! biggrin.gif
Report, edit, etc...Posted by Toothfariy on 2006-06-06 at 20:10:52
biggrin.gif what can i say? i got TeH 5k1llz tongue.gif

yeah do that and hopefully it works. if not ill think of somthing else lol
Report, edit, etc...Posted by Kenoli on 2006-06-07 at 03:19:02
Kurz991, you basically need an area where the computer's units can go, but the player's defending units cannot.
A good example of this is in "Defence F", in that map you can build a maze of bunkers/turrets to defend against ground and air units, but you can't just wall. The edges of the paths are unbuildable:
user posted image
Report, edit, etc...Posted by Toothfariy on 2006-06-07 at 14:18:51
one proablem with that. he is useing ground units so they are able to go to that rock area. thats basicly what i've been tryin to tell him lol. good thought though
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-07 at 16:33:42
You would need a thousand triggers and locations to make sure that your plan doesn't screw up 7-7. You should just have the defenders non-invincible so the units will only attack when blocked. Having locations on the end of rows would take forever not including going over the max locations... The longer the route of the units, the harder... The idea sucks basically.
Report, edit, etc...Posted by Toothfariy on 2006-06-07 at 16:37:49
no you need 1 trigger and 2 locations for each player.

have one long location at the top of the row, and one at the bottom.

then the trigger would be as follows


conditions
-always
action
-disable invincbility for all units at 'location X'
-disable invincbility for all units at 'location Y'
-perserve trigger


thats all you'd have to do. that simple. then of course the comps will have to 'attack to' the end location, now this way the players cant wall.


and pyro, wtf are you talking about?
Report, edit, etc...Posted by Urmom(U) on 2006-06-07 at 16:41:39
You could just move any unit for the player that moves onto the course path and then do Kenoli's idea.
Report, edit, etc...Posted by Kurz991 on 2006-06-07 at 18:55:30
well all your ideas invlove adding locations and alot of triggers to stop the walling so i guess i will make it move people who go onto the track back into the middle...
thanks for trying to help everyone!
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