Staredit Network

Staredit Network -> UMS Assistance -> Unally and Lose
Report, edit, etc...Posted by Visionary on 2006-06-09 at 15:01:51
Okay i am doin a map and it needs a trigger where when all players are allied and if someone unallies, the trigger will really them with everyone and will also warn and set defeat for them. I already started it and wandering if i did it right. if i did it wrong, please help me edit. thanx


Conditions
CODE

Elapsed scenario time is at least 3 game seconds.
'Switch 10' is cleared
Current player has at least 1 opponents left in the game.



Actions
CODE

Comment: Player1 unallies
Kill ALl units for current player
Set All Players to Ally
Set 'Switch' 10






Conditions
CODE

Elapsed scenario time is at least 3 game seconds.
'Switch 10' is set.
Current player has at least 1 opponents left in the game.


Actions
CODE

Comment: Player1 unallies and warned
Kill All units for current player
Set all Players to ally
End scenario in defeat for current player.


Report, edit, etc...Posted by Noober on 2006-06-09 at 15:04:32
QUOTE(Visionary @ Jun 9 2006, 03:01 PM)
Actions
CODE

Comment: Player1 unallies and warned
Kill All units for current player
Set all Players to ally
End scenario in defeat for current player.

[right][snapback]503051[/snapback][/right]

You don't need to ally them again if you're going to defeat them. Kinda pointless, don't you think?
Report, edit, etc...Posted by Urmom(U) on 2006-06-09 at 15:41:48
Have it so that each player has a unit in a secret area with 1 health. If a player kills a teammate's unit, then warn them and set a switch. If they do it again and the switch is set then set defeat for the player. You can detect the kill with classic kill score ways.
Report, edit, etc...Posted by Kenoli on 2006-06-09 at 15:52:18
QUOTE(urmom)
Have it so that each player has a unit in a secret area with 1 health. If a player kills a teammate's unit, then warn them and set a switch. If they do it again and the switch is set then set defeat for the player. You can detect the kill with classic kill score ways.
He didn't ask how to do it, he asked if the way he did it was right, which it seems to be.

Not a very specific question, but whatever.
Report, edit, etc...Posted by Syphon on 2006-06-09 at 16:00:31
QUOTE(urmom @ Jun 9 2006, 02:41 PM)
Have it so that each player has a unit in a secret area with 1 health.  If a player kills a teammate's unit, then warn them and set a switch.  If they do it again and the switch is set then set defeat for the player.  You can detect the kill with classic kill score ways.
[right][snapback]503078[/snapback][/right]


Or the much simpler "brings at most 0"

Each player could have an area with an invincible marine and each of the other players marines surrounding. Any player brings 0 to that area assume BS and warn/boot.
Report, edit, etc...Posted by Visionary on 2006-06-09 at 16:33:46
so the way i did my triggers are correct? but once when i test it out, when the game starts it automatically ends in defeat for me and the person that was helping me test even though none of us touched the alliance thign.
Report, edit, etc...Posted by Noober on 2006-06-09 at 16:34:50
Are there comps?
Report, edit, etc...Posted by Urmom(U) on 2006-06-09 at 16:52:51
Syphon, how would you detect who killed you though?
Report, edit, etc...Posted by Noober on 2006-06-09 at 17:06:01
Each player gets a location and killing unit.
Report, edit, etc...Posted by Visionary on 2006-06-09 at 17:59:51
QUOTE
Are there comps?


there are no comps all real players

ADDITION:
yea.. whenever the game starts, 3 seconds within the game, everyone loses because of the trigger although no one adjusted the alliance status. therefore there is a flaw in my trigger. plz help
Report, edit, etc...Posted by Noober on 2006-06-09 at 18:04:12
Try changing it to "Current player has at least 2 opponents left in the game."?
Report, edit, etc...Posted by Syphon on 2006-06-09 at 18:24:55
QUOTE(urmom @ Jun 9 2006, 03:52 PM)
Syphon, how would you detect who killed you though?
[right][snapback]503140[/snapback][/right]

QUOTE(Noober @ Jun 9 2006, 04:05 PM)
Each player gets a location and killing unit.
[right][snapback]503148[/snapback][/right]


^ What he said, which was also said in my posts. Different areas. For the win.

About your triggers, show us the "player" section.
Report, edit, etc...Posted by Urmom(U) on 2006-06-09 at 19:03:04
Do you mean like if there is 4 players, there would be 20 units in total? Seems like it would take up a lot of space and extra triggers. But whatever works I guess.
Report, edit, etc...Posted by PCFredZ on 2006-06-09 at 19:39:52
Using a kill to detect Unallying can be worked around, just order your attacking unit to Follow the other unit.

I say give each player on team 1 a unit called "Team1 Unally Detect" or something. If a player on team 1 detects "foes command at least 1 Team 1 Unally Detect", that player has unallied. Simple enough.
Report, edit, etc...Posted by Visionary on 2006-06-09 at 19:42:28
QUOTE
"Current player has at least 2 opponents left in the game."?


would this work if I did this? Whats the difference really..

yea in case, this is about the unally n losing trigger ;O
Report, edit, etc...Posted by fritfrat(U) on 2006-06-09 at 20:09:04
Is there a trigger that sets everyone to allied victory in the start?
Report, edit, etc...Posted by ZiQi on 2006-06-09 at 20:54:46
yea..

Conditions:
Always.

Actions:
Set all players to ally.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-10 at 13:55:17
I was asking if the trigger was present in the map, not if it existed.

And I mentioned allied VICTORY, not just ally.
Report, edit, etc...Posted by dumbducky on 2006-06-10 at 15:05:00
Create a bunch of units that aren't used in the game in a small secluded area. Make sure that they can attack.


Do a trigger like this. I'll use a marine as the unit in the area.

Conditions
Current player kills atleast 1 marine
Actions
End scenario in defeat for current player

Conditions
Current player has one deaths of marines
Actions
Create one marine at location "area"

I think that should work.
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