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Staredit Network -> UMS Assistance -> Team Kill penality system
Report, edit, etc...Posted by KingOfBloodBath on 2006-12-01 at 10:45:33
Hi all, here is today's question from me smile.gif

For most of the team micro (Nexus) type of maps currently exist in BNet, I found one of flew is they do not have a system to prevent team killing to get some dirty score, as you know, in those type of map, getting score faster usually mean the team will win.
Although, Team Killing is aganist the moral rule of manner game, but there isn't really much you can do to prevent it if one team start to doing it, so it always led to ruin the entire game.

My thought is to creat a Team killing penality system that could help preventing this situation:

Here is my thought of 2 methods :

1) if player 1 team killing player2's units(both in same team), modify the kill score for player1, sutract certain amout of point whatever the killed unit worth, so basically, their will be no point added to player1's score sheet

2) If player 1 team killing player 2's units (both in same team), modify the kill score for all players in team2, add certain amout of point whatever the killed unit worth, so basically, the oppsite team will get equal amount of points the team killing player gets.

Now, have any of you had any expreience or already done any thing like this before? and which method would be easier to implement, The hardest part for me so far is how do I know every units' score point, so I can subtract or add right amount of point to the kill score?
Report, edit, etc...Posted by Mp)Blu on 2006-12-01 at 11:10:34
Your idea sounds like it could work. Test it and see if it works. smile.gif
Report, edit, etc...Posted by Heegu on 2006-12-01 at 11:45:41
http://www.staredit.net/index.php?tutorial=108 here are the kill scores.
Report, edit, etc...Posted by spinesheath on 2006-12-01 at 14:51:02
Maybe you could achive something like that with a kills-to-cash-perfect modification, but then you would have to track ALL kills with kills-to-chash. It MIGHT work, yes, but it will be VERY complex and overpowered for that type of map...
Report, edit, etc...Posted by Ninja_Blue on 2006-12-01 at 16:15:35
why not just put on force allied? and so it doesnt backfire making it so if someone leaves and its uneven, make a trigger to permanently unally someone
Report, edit, etc...Posted by spinesheath on 2006-12-01 at 16:27:27
attack move anyone? pinch.gif
Report, edit, etc...Posted by Ultramilkman on 2006-12-01 at 17:14:59
Your method sounds good, but think about splash, (wait do splash even count as part of kills?)
QUOTE
why not just put on force allied
sounds like the best idea.
Report, edit, etc...Posted by Ninja_Blue on 2006-12-01 at 18:17:31
QUOTE(Ultramilkman @ Dec 1 2006, 05:14 PM)
Your method sounds good, but think about splash, (wait do splash even count as part of kills?)
sounds like the best idea.
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yes, splash count as kills, and i got the force ally from an evolves game, a very good one at that, most triggers I've seen for an evolves
Report, edit, etc...Posted by Wormer on 2006-12-02 at 03:31:40
What about killing allies in order to respawn but not getting score? Sometimes enemies advisedly leave one unit not to make another team to respawn and go to kill nexus.

The main problem is how to determine what player's unit you've killed. Actually you cant do this with 100% certanity. There is always a chance of some kind of multikilling at one time and you can do nothing about this. There is a contrary instance for each method (exept 'Perfect') which makes it crash. Even a 'Perfect' Kills-to-Cash method actually cant find out whos unit you have killed. It just perfectly counts kills (and mabe types of units killed with some extensions).

QUOTE
why not just put on force allied? and so it doesnt backfire making it so if someone leaves and its uneven, make a trigger to permanently unally someone


I think this is the best solution. At this case you have to provide a place for 'sinking' units.
Report, edit, etc...Posted by Owyn on 2006-12-02 at 10:58:15
how the hell you can detect unit of what player was killed by current player?
until it is Race vs Race2 Nexus, like Zerg vs Terran, so it is not so complicated there, and it is even easy,
condition:
kills, at least 1, unit(Vulture),
actions:
subtract one vulture kill;
subtract score (150)
preserve.


QUOTE
I think this is the best solution

and if i just press ATTACK button on ally unit? what then?
Report, edit, etc...Posted by spinesheath on 2006-12-02 at 11:04:39
If you repeatedly ally the players (hyper triggers), you can't do much damage with attack move. But you still can.

There are some uber-complicated kills-to-cash methods that CAN detect what unit was killed by whom. But it's overkill for such a map.
Report, edit, etc...Posted by Chronophobia on 2006-12-02 at 11:09:04
QUOTE(spinesheath @ Dec 2 2006, 10:04 AM)
If you repeatedly ally the players (hyper triggers), you can't do much damage with attack move. But you still can.

There are some uber-complicated kills-to-cash methods that CAN detect what unit was killed by whom. But it's overkill for such a map.
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Well, if it works it wouldn't be such a bad idea, I mean, I'd put in such a system to prevent "cheating"
Report, edit, etc...Posted by Ninja_Blue on 2006-12-02 at 11:15:00
QUOTE(Owyn @ Dec 2 2006, 10:58 AM)
and if i just press ATTACK button on ally unit? what then?
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you attack like once, for the exception of lings and very fast attack speed units, this option is about the most basic (and efficient) method
Report, edit, etc...Posted by KingOfBloodBath on 2006-12-02 at 11:22:18
What is the uber-complicate kill to cash method? can anyone give some explianation?
Report, edit, etc...Posted by spinesheath on 2006-12-02 at 11:51:22
check out the tutorials, maybe someone put it in there. If not: I only have a rough idea of it, so I won't even try to explain it.

Btw: It won't work if there are several kills at once, so I guess that makes it unusable for you anyways.
Report, edit, etc...Posted by Wormer on 2006-12-02 at 13:17:10
QUOTE(Owyn)
until it is Race vs Race2 Nexus, like Zerg vs Terran, so it is not so complicated there, and it is even easy,
condition:
kills, at least 1, unit(Vulture),
actions:
subtract one vulture kill;
subtract score (150)
preserve.

Heh, It is so easy to do! Exept one thing, there is no subtract one vulture kill action in Stacraft. tongue.gif

By the way I was thinking about those nexus maps where you can choose arbitrary units (but it isn't really important there).

QUOTE(Owyn)
and if i just press ATTACK button on ally unit? what then?

Well, when you set player to an ally all attack commands are canceling. Then just imagine you're setting ally 24 times in a second, could you click ATTACK button so fast? Oh I even can imagine that you could, but for some units (for example dragoon) it gets some time to get actually attack another unit.

QUOTE(spinesheath)
There are some uber-complicated kills-to-cash methods that CAN detect what unit was killed by whom. But it's overkill for such a map.

There is no such perfect method, which will work in any situation, moreover the most time all these methods wouldnt work. At least it is not a singleplayer map (and it is not), where you can detect whom unit you've killed.

You can adapt kills to cash method 4 (MMWiki: Kills to Cash Tutorial) for your purpose, placing different players instead of Foes. Actually it is not so complicated, but requre much rough work, and as I've said it woudnt work smile.gif
Report, edit, etc...Posted by spinesheath on 2006-12-02 at 13:25:33
12 times per second is the trigger rate with hypers, not 24/s.

And I already said that this will not work as soon as there are multiple kills at once. If there always is only 1 kill at a time, it IS possible, no matter how many players.
Report, edit, etc...Posted by Wormer on 2006-12-02 at 13:55:25
I've always thought that it is a game second which on fastest speed takes 0.5 real seconds. And there is a statisfactory method if it is a singleplayer game (or enemies of players dont intersect) if there is not very much multiplie kills. But in multiplayer things become even more complicated.
Report, edit, etc...Posted by fritfrat(U) on 2006-12-02 at 15:12:56
Just preserve set alliance on each other. It's easy to do and makes it very impractical to gain any score from team killing.
Report, edit, etc...Posted by Owyn on 2006-12-03 at 13:32:06
QUOTE
Heh, It is so easy to do! Exept one thing, there is no subtract one vulture kill action in Stacraft.

yeap, that's the problem.

QUOTE
Well, when you set player to an ally all attack commands are canceling. Then just imagine you're setting ally 24 times in a second, could you click ATTACK button so fast? Oh I even can imagine that you could, but for some units (for example dragoon) it gets some time to get actually attack another unit.

i don't have to click it so fast, i'll just use shift+attack few times, it will attack sucesefully and for long time without any delays.
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