Do hyper triggers make it so it is hard for your own units to attack themselves?
For example if i want to destroy one of my sunkens with another sunken, it doesn't hit.
None.
Well, if you are constantly having the player set themselves to ally, then yes, otherwise it works just fine. The issue is that when you order the attack, the unit goes to attack, and then allies them, making their attack null and void. Without hypertriggers this still happens, but since it's every 2 seconds the unit can get a few shots off before re-allying themselves.
None.
Some units such as the Zergling or the Vulture can still damage units even WITH hypertriggers if you click quick enough.
None.
any time you change alliance status, all attacks currently on non enemies stop, and with hyper triggers, only units with a "speed factor" high enough to attack can attack, like goliaths.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
any time you change alliance status, all attacks currently on non enemies stop, and with hyper triggers, only units with a "speed factor" high enough to attack can attack, like goliaths.
So any type of alliance status? So even if you just set another play to ally, you can't kill your own units with say a sunken?
None.
He put it a little funny, and I'd say that it's incorrect, they will only stop attacking a player if you ally that player, allying another shouldn't affect anything.
None.
He is correct, unfortunately. In Snipers the two opposite teams are allies in order to force manual attacks. Attempting an anti-backstab by constantly allying people on the same team also stops attacks against people on the other team.
None.
Let's say i have a trigger where player 1 (me) allies player 2 and that is preserved with hyper triggers.
If i (player1) want to kill my OWN unit, it still doesn't allow me to kill it.
None.
An artist's depiction of an Extended Unit Death
You can't preserve alliances AND have your units attack each other without interruption. I would recommend changing the condition to "Player has # of opponents" to check if the player is purposefully trying to unally someone.
Players:
- Force 1 (or all human players)
Conditions:
- Player has at least 3 opponents remaining in the game
Actions:
- Set Player 1 to ally for current player
- Set Player 2 to ally for current player
- Set Player 3 to ally for current player
- Set Player 4 to ally for current player
- Set Player 5 to ally for current player
- Set Player 6 to ally for current player
- Preserve Trigger
- Comment ("Auto-Ally")
I assumed that the human players are 1-6 and they are all on the same team. I also assumed that players 7 and 8 were enemies.
Post has been edited 1 time(s), last time on Jan 17 2009, 10:44 pm by Roy. Reason: Terminology