Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting friendly kill
Detecting friendly kill
Dec 8 2008, 12:13 am
By: Oo.DaMeiN.oO  

Dec 8 2008, 12:13 am Oo.DaMeiN.oO Post #1



Okay, so here's the idea..

A 2v2 game, where everyone is allied.

And on this map, I need a way to detect if you shot your partner or not.

Any ideas? Thanks.



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Dec 8 2008, 12:46 am Pigy_G Post #2



shot or Killed. There are ways to detect if you killed but I don't know about shooting them.



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Dec 8 2008, 1:02 am Riney Post #3

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As long as they dont have units that can shoot fast (Ghost or un stimmed marine) Hyper trigger + Ally trigger with preserve will PREVENT them from shooting each other. Other than that cant help



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Dec 8 2008, 1:14 am l)ark_ssj9kevin Post #4

Just here for the activity... well not really

Use different units for the 2 teams?



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Dec 8 2008, 3:21 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Sc doesn't register ally or self kills as kills and doesn't grant kill points for it.
It does register the death however.

So you could compare the kills counter of everyone when a death occurs. If noone's kills counter or kills score went up you know an ally or self kill has happened.

This seems pretty hard to pull off and is obviously becoming problematic if there's more that 1 kill per trigger loop.

According to Ahli it does give kill points for an ally kill. I'm mildly surprised, but I trust him.

Post has been edited 1 time(s), last time on Dec 8 2008, 2:10 pm by NudeRaider.




Dec 8 2008, 11:31 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Player 1,3 are in a team
Player 2,4 are in the other team
Everyone has a Ghost.
Hypertriggers are needed.

1. detect normal kills:
if P1 has exactly 350 kill score and P2 has a death with ghost -> set score and death to 0
if P1 has exactly 350 kill score and P4 has a death with ghost -> set score and death to 0
if P3 has exactly 350 kill score and P2 has a death with ghost -> set score and death to 0
if P3 has exactly 350 kill score and P4 has a death with ghost -> set score and death to 0
if P2 has exactly 350 kill score and P1 has a death with ghost -> set score and death to 0
if P2 has exactly 350 kill score and P3 has a death with ghost -> set score and death to 0
if P4 has exactly 350 kill score and P1 has a death with ghost -> set score and death to 0
if P4 has exactly 350 kill score and P3 has a death with ghost -> set score and death to 0

2. detect, if a player has still enough killscore
if player has 350 kill score -> he killed a team member

Errors can occure but in my map they should be rare since it's only a 4on4 sniper map.
BTW, you can easily implement who killed who with these triggers. I did it :D




Dec 8 2008, 1:51 pm Devourer Post #7

Hello

If there are splash-units only you could use this:
put an unallied unit (borruwed unit!) under the unit your ally / youself has. When the unit dies you can detect if your ally shooted him (always move the unit under your unit!)

hope that helps



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Dec 8 2008, 3:25 pm Strilanc Post #8



You need triggers for each unit type that can be killed in your map, converting death counts into a team death score. Then its just a matter of seeing if the other team has enough death score to justify a player having X kill score. If there is not enough opposing death score, there was an ally kill.

Keep in mind if a player ally kills at the same time as his ally does a legit kill, you might detect the other player as the ally killer. So you don't give out strict punishments, just block all the benefits from the kill. Also keep in mind this won't work for more than 2 teams, because the blame could conceivable jump to another team.

Go look at "Storm the Fort", which detects ally kills this way.



None.

Dec 9 2008, 6:13 pm Decency Post #9



The only solution that has a chance of working is Strilanc's.

For some reason forcing a constant alliance with one ally also constantly forces that alliance with your other allies (who are your opponents, in this case). It's unfortunate, that was the first anti-backstab method I tried with lock-only snipers.

You can't use different units because the hero ghosts have a significantly shorter range than the basic ghost, and changing that is not possible.

Detecting kills score and unit deaths doesn't work simply because of the frequency of players killing each other at the same time. It's extraordinarily common in snipers maps (what this is for) and such a setup would give false positives more often than true positives. I don't know if Strilanc's solution falls into this category, I am having trouble interpreting it right now.



None.

Dec 9 2008, 6:44 pm Ahli Post #10

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

my system worked for me and I used it in my sniper map and should work in every other sniper map,too, as long as the players have only 1 ghost unit. :O




Dec 9 2008, 6:50 pm Decency Post #11



For example:
if P1 has exactly 350 kill score and P2 has a death with ghost -> set score and death to 0

If P1 kills an enemy and P2 is dead, that fails. The same is true for each case. It will work for every backstab, but it will also "work" in the case of simultaneous kills, when it shouldn't.



None.

Dec 9 2008, 7:11 pm Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

as long as kills belong to a team score (1 kill = 1 point for the team) there is no problem...
or at least I cannot see it atm...

btw, u only set the one with kill score to 0 kill score and only the one with a death to 0 deaths.




Dec 9 2008, 8:12 pm Decency Post #13



I see what what you are doing now. By reworking how kills against an enemy are recorded you allow kills against an ally to be noted. My mistake, I read over the second portion of your post to detect the extra killscore.

The standard way of adding score for a kill is to do it by detecting when a player commands 0 Snipers, not when a player has kill score. Because hyper triggers run faster than a ghost can fire, your way allows your detection to be effective, so thank you very much.

Do you think you can post up your map so I can take a look at the triggers? I think I have a general idea but it would be nice to see a fully workable model.

Post has been edited 1 time(s), last time on Dec 9 2008, 8:31 pm by FaZ-.



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Dec 10 2008, 8:33 pm Oo.DaMeiN.oO Post #14



Question: Does this need to be placed in All Players?

Or would it be like I assume; P1's = Player 1 section etc. etc. ?

Thanks.



None.

Dec 10 2008, 8:40 pm Ahli Post #15

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I guess fetecting that things first wouldn't be bad, or?
I would check the forces or every player instead of "all players". But I used all players :S in the end it doesn't really care as long as the triggers run. :D

Quote from name:FaZ-
I see what what you are doing now. By reworking how kills against an enemy are recorded you allow kills against an ally to be noted. My mistake, I read over the second portion of your post to detect the extra killscore.

The standard way of adding score for a kill is to do it by detecting when a player commands 0 Snipers, not when a player has kill score. Because hyper triggers run faster than a ghost can fire, your way allows your detection to be effective, so thank you very much.

Do you think you can post up your map so I can take a look at the triggers? I think I have a general idea but it would be nice to see a fully workable model.

I guess, my triggers aren't that easy to understand :D
maybe special things that is implemented, too:
-sounds: walking sounds, ambiance, multikill, rampage, ... (deleted 4 filesize: original full version has >1.2mb)
-rampage, multikill texts... (like in first person shoters [e.g. UT])
-objective texts like the order to protect a player or retrieving the flag
-dropable flags after death and did you know how heavy flags are? you aren't on normal speed :D

Post has been edited 1 time(s), last time on Dec 10 2008, 8:49 pm by Ahli.




Dec 10 2008, 9:39 pm Oo.DaMeiN.oO Post #16



Question; If for a 3v3 what changes would need to be made?

Also.. why won't triggers like this work?

( P1 and 2 are on a team, P3 and 4 are on a team )

P1 has a kill score of exactly 350
P3 has a kill score of exactly 0
P4 has a kill score of exactly 0
P2 commands exactly 0 Sniper

Would this not detect that P1 has indeed backstabbed? If you reset kill score every time you get a kill?

Post has been edited 1 time(s), last time on Dec 10 2008, 10:06 pm by Oo.DaMeiN.oO.



None.

Dec 10 2008, 11:30 pm Ahli Post #17

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

should work




Dec 11 2008, 12:48 am Decency Post #18



Quote from Oo.DaMeiN.oO
Question; If for a 3v3 what changes would need to be made?

Also.. why won't triggers like this work?

( P1 and 2 are on a team, P3 and 4 are on a team )

P1 has a kill score of exactly 350
P3 has a kill score of exactly 0
P4 has a kill score of exactly 0
P2 commands exactly 0 Sniper

Would this not detect that P1 has indeed backstabbed? If you reset kill score every time you get a kill?

No, that won't work. It would incorrectly say a backstab any time P1 got a kill on an enemy while P2 was dead. You're on the right step, but the other half of his triggering is necessary for it to work properly. I think I fully understand the system, now.

The only way to get this system to give an error, from what I can tell, is if a player on both teams backstabs simultaneously. It will count those as regular kills.


Missed part of your post, sorry.

Post has been edited 2 time(s), last time on Dec 16 2008, 6:56 pm by FaZ-.



None.

Dec 11 2008, 1:10 am Oo.DaMeiN.oO Post #19



Quote from name:FaZ-
Quote from Oo.DaMeiN.oO
Question; If for a 3v3 what changes would need to be made?

Also.. why won't triggers like this work?

( P1 and 2 are on a team, P3 and 4 are on a team )

P1 has a kill score of exactly 350
P3 has a kill score of exactly 0
P4 has a kill score of exactly 0
P2 commands exactly 0 Sniper

Would this not detect that P1 has indeed backstabbed? If you reset kill score every time you get a kill?

No, that won't work. It would incorrectly say a backstab any time P1 got a kill on an enemy while P2 was dead. You're on the right step, but the other half of his triggering is necessary for it to work properly. I think I fully understand the system, now.

The only way to get this system to give an error, from what I can tell, is if a player on both teams backstabs simultaneously. It will count those as regular kills.

Actually, I tested it out.

I killed P2 then killed 3 & 4 while he was still dead and it never reported it as a BS.



None.

Dec 11 2008, 3:43 am Decency Post #20



I missed your last sentence. -.-

If that's working it's about the same, go for it.



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