Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to prevent BackStab in UMS
How to prevent BackStab in UMS
Aug 20 2009, 2:11 am
By: Plashd  

Aug 20 2009, 2:11 am Plashd Post #1



Anyone know how to prevent players from backstabbing eachother? like when each person commands only 1 unit, say a marine. To stop them from being able to manually clicking attack on another allie's marine. I have seen it done in other maps before.. Anyone have any clue?



None.

Aug 20 2009, 2:11 am Morphling Post #2



Constantly set alliance status between players. Hyper triggers are required. If you don't know what they are then look here.



None.

Aug 20 2009, 2:14 am Plashd Post #3



Thanks, but that is not what i mean.

I want the manually clicked "Attack" command from just not working when a player targets an allied player.

I already have spammed (hyper triggered) alliance setting, this doesnt prevent manual betrayal.

EDIT:
Someone has told me that my Hyper Trigger being in a neutrap computer player is my problem.
I will put the hypertrigger in a non-wait computer player. That should fix it!

Post has been edited 1 time(s), last time on Aug 21 2009, 12:35 pm by NudeRaider. Reason: merged posts



None.

Aug 20 2009, 3:21 am Kenshin23 Post #4



I have a good anti backstab trigger that basically lets you penalize the culprit :P

CONDITIONS:
-(backstabber) has at least 1 kill of (Units they may backstab)

ACTION:
-(Insert Penalizing Trigger here, example.. Lose money/exp or end the game in defeat for current player.)

depending how your map is made you might have to modify it a bit but thats your basics. Unless the players are using the same units the computers are, or if the computer sometimes uses the units the players are... then there could be a problem.



None.

Aug 20 2009, 5:04 am Fallen Post #5



Quote from name:Kenshin21
I have a good anti backstab trigger that basically lets you penalize the culprit :P

CONDITIONS:
-(backstabber) has at least 1 kill of (Units they may backstab)

ACTION:
-(Insert Penalizing Trigger here, example.. Lose money/exp or end the game in defeat for current player.)

depending how your map is made you might have to modify it a bit but thats your basics. Unless the players are using the same units the computers are, or if the computer sometimes uses the units the players are... then there could be a problem.
Na man thats not what he is looking for, yes that is a decent way to penalize someone but every now and again you get a very large male extremity who doesnt care if he is penalized or not. He needs a way to suppress the manual attack command. Even auto ally doesnt do it, because it isnt a matter of alliance status when it comes to it (i think).



None.

Aug 20 2009, 5:07 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Constantly modifying anyone's alliance status under hyper triggers prevents units from force attacking allied units past the 2nd frame in their respective iscript animation. Unallied units will be unaffected, and you can manually target them with ease.

You can detect when a player has unallied and re-ally if you want to, but that will allow manual attacking of allied units.

There is no way to stop goliaths, zerglings, zealots, tanks, vultures and many others from manually attacking other than preventing the attack from ever occurring. A possible way to do this is to prevent the player from controlling the unit. You can instantly give the unit to a different player, then back, and it will be deselected. To control the unit, you can simply use an observer or some other "mass" attack system or something. You won't be able to target a unit, but this method is perfect, at least on fastest (it may be possible on slowest which runs at 6 fps).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 20 2009, 6:41 pm killer_sss Post #7



well if its an rpg its simple do like kenshin21 said end scenario in defeat and respawn whoever they killed that way nothing bad occurs that will essentially ruin the game.



None.

Aug 20 2009, 7:01 pm Kenshin23 Post #8



yea, that was my point exactly when i said penalize. If the guy is being an asshole just end scenario in defeat for the backstabber once he kills any unit the other players are using.



None.

Aug 20 2009, 7:45 pm Clokr_ Post #9



What about if the backstabber just leaves the rest of players with low HP? Then the rest of players will get pissed off and attack him and they'll get banned instead...



?????

Aug 20 2009, 8:32 pm Kenshin23 Post #10



do what i said and add a ban feature. pretty damn simple.



None.

Aug 21 2009, 7:58 pm samsizzle Post #11



dont add a ban feature for just the one player though, you'll have him doing things like GIVE ME YOUR LVL 10 SWORD OR IMMA BAN!



None.

Aug 21 2009, 11:54 pm darksnow Post #12



no, add a vote feature.
have a civ or something for each player and a beacon for each player.
that way you can kick someone if other person agrees



None.

Aug 22 2009, 7:22 am Heinermann Post #13

SDE, BWAPI owner, hacker.

Use three units to ban.
Two is too little to be fair.

You'll need one 3x2 location, one beacon for each player in the game, and one banner(ban unit) for each player in the game.

Code
[PLAYERS]
Force 1 (Players)

[CONDITIONS]
Always.

[ACTIONS]
Move location "Ban Location" on "Ban Beacon" owned by "Current Player" at "Anywhere".
Preserve Trigger.


Code
[PLAYERS]
Force 1 (Players)

[CONDITIONS]
"Allies/Foes" brings "at least" 3 "Ban Unit" to "Ban Location".
"Currrent Player" brings "at least" 1 "Ban Beacon" to "Ban Location".

[ACTIONS]
Kill all "Any Unit" for "Current Player".
End scenario in defeat for current player.
Preserve Trigger.


Very simple and bug free. Even prevents someone from banning themselves (People do that just to be stupid).

See attachment: [attach=4368]

EDIT: formatting fix, attachment added. Someone failed at coding the forums.

Attachments:
bantest.scm
Hits: 0 Size: 51.51kb




Aug 22 2009, 8:55 am darksnow Post #14



what if thers only 3 people?
the triggers have to be modified so that its majority rules.. so you'll have to have triggers to detect if people are in the game, which isn't hard



None.

Aug 22 2009, 9:19 am Heinermann Post #15

SDE, BWAPI owner, hacker.

If you want to modify it like that, then just add another condition ("Force 1" commands "at least" X "Ban Beacon") and copy the trigger.




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