Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help with a trigger please..
Help with a trigger please..
Mar 3 2010, 2:55 pm
By: RideOrDie  

Mar 3 2010, 2:55 pm RideOrDie Post #1



forces are split into 3 groups, players 1-2 = force 1, 3-4 = force 2 , 5-6 = force 3.
Basicly i want it so if player 1 kils player 2 as any unit , he looses, vise versa, same with the others and their teammates.



None.

Mar 3 2010, 2:57 pm Oo.DaMeiN.oO Post #2



Here, see if you can decipher this and its what you wanted. I've gotta go for a few but I'll be back within the hour, let me know.

(Right now its not set to end game, but if its what you want I'm sure we can convert it accordingly)

Attachments:
AntiBackStabd.scm
Hits: 1 Size: 32.49kb



None.

Mar 3 2010, 2:59 pm RideOrDie Post #3



k ty, lyk.



None.

Mar 3 2010, 3:08 pm RideOrDie Post #4



sorry damien, its the same system i used, but its for a specific unit, i want it to be any unit killed by allie = loose. I know how the one in snipers works and i used it tweaked it , messed with it all night lol. and .. it FAILS , for my map neway.I mean if ur allie stayed the same unit then itd work perfect, sadly, ur allie can be many units.. and all units,.. :(



None.

Mar 3 2010, 3:11 pm Oo.DaMeiN.oO Post #5



Hmm.. are your only allies you and your partner..?

If so, could you just do an

Always();

Set Alliance status for x Allied
Preserve

This would ensure no attacks would be carried out between the two.

Also.. why wouldn't these triggers work with the following:

Code
Trigger("Player 1"){
Conditions:
    Score("Player 1", Kills, At least, 1);
    Score("Player 4", Kills, Exactly, 0);
    Score("Player 5", Kills, Exactly, 0);
    Score("Player 6", Kills, Exactly, 0);

Actions:
    Set Deaths("Player 1", "Bengalaas (Jungle)", Set To, 1);
    Set Score("Player 1", Set To, 0, Kills);
    Preserve Trigger();
    Comment("Player1KilledPlayer2");


Would this not state that if only you have the kill score, not the other team it must mean that you killed one of your team mates units?



None.

Mar 3 2010, 3:15 pm RideOrDie Post #6



hmm ur right, how do i make it so when they try to manual, it doesnt shoot, like marine sshooting , theres no mech units so,no fast attack animation



None.

Mar 3 2010, 3:18 pm Oo.DaMeiN.oO Post #7



Code
Trigger("Player 2"){
Conditions:
    Always();

Actions:
    Set Alliance Status("Player 1", Ally);
    Set Alliance Status("Player 2", Ally);
    Preserve Trigger();
}



If I assume you mean that the allied status could work then this should do it for force 1.



None.

Mar 3 2010, 3:23 pm RideOrDie Post #8



Quote from Oo.DaMeiN.oO
Hmm.. are your only allies you and your partner..?

If so, could you just do an

Always();

Set Alliance status for x Allied
Preserve

This would ensure no attacks would be carried out between the two.

Also.. why wouldn't these triggers work with the following:

Code
Trigger("Player 1"){
Conditions:
    Score("Player 1", Kills, At least, 1);
    Score("Player 4", Kills, Exactly, 0);
    Score("Player 5", Kills, Exactly, 0);
    Score("Player 6", Kills, Exactly, 0);

Actions:
    Set Deaths("Player 1", "Bengalaas (Jungle)", Set To, 1);
    Set Score("Player 1", Set To, 0, Kills);
    Preserve Trigger();
    Comment("Player1KilledPlayer2");


Would this not state that if only you have the kill score, not the other team it must mean that you killed one of your team mates units?
thats wat it would mean,tho how could i end it in defeat if that does happen..
and how can i apply it to the other teams



None.

Mar 3 2010, 3:25 pm RideOrDie Post #9



as far as allie preserve trigger, even with that, if u use a ghost, u can manual enough and sooner or later itll shoot the guy. lol



None.

Mar 3 2010, 3:25 pm Oo.DaMeiN.oO Post #10



Oooh, okay. One sec.

Code
Trigger("Player 1"){
Conditions:
    Score("Player 1", Kills, At least, 1);
    Score("Player 3", Kills, Exactly, 0);
    Score("Player 4", Kills, Exactly, 0);
    Score("Player 5", Kills, Exactly, 0);
    Score("Player 6", Kills, Exactly, 0);

Actions:
    Defeat();
    Preserve Trigger();
    Comment("Player1KilledPlayer2");
}


That should do the trick.


As for the allied status, are you sure that happens with Hypertriggers..?



None.

Mar 3 2010, 3:28 pm RideOrDie Post #11



Looking at it a differnt way, i could make a banner instead of jus a trigger that makes them go in defeat, so maybe i should just add a counter for allied deaths , so if u happen to kill an allie, ull get one gas, and itll show on scoreboard for host to ban, but then again u can get a ban happy host that bans when hes loosing..so nvm.. lol



None.

Mar 3 2010, 3:41 pm Oo.DaMeiN.oO Post #12



True, so does this meet your requirements?


(I thought you went to bed Hayley xD )



None.

Mar 3 2010, 5:09 pm NudeRaider Post #13

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

Quote from Oo.DaMeiN.oO
Oooh, okay. One sec.

Code
Trigger("Player 1"){
Conditions:
    Score("Player 1", Kills, At least, 1);
    Score("Player 3", Kills, Exactly, 0);
    Score("Player 4", Kills, Exactly, 0);
    Score("Player 5", Kills, Exactly, 0);
    Score("Player 6", Kills, Exactly, 0);

Actions:
    Defeat();
    Preserve Trigger();
    Comment("Player1KilledPlayer2");
}


That should do the trick.
That doesn't make sense. When you get first kill on an enemy unit you have kills score, but not your opponents and you get defeated?

You have to check for
P1 kills score > 0
and P2 deaths of [men]
and Force 2 kills score = 0.
and Force 3 kills score = 0.
This still doesn't detect team kills when any opponent kills something the same time.

Quote from Oo.DaMeiN.oO
As for the allied status, are you sure that happens with Hypertriggers..?
Yes, just not for every unit. Lings for example can still get hits through.




Mar 3 2010, 11:42 pm Lanthanide Post #14



Unfortunately you are not going to be able to get a fool-proof system for this that works in all generic cases. This is because
- When a player kills a unit, there is no way to tell which player the dead unit belongs to (ally or enemy)
- When a player suffers a unit death, there is no certain way to tell which other player caused that death (ally or enemy)

You will be able to come up with systems that mostly work based on killscore and death counts, but as Nude points out, they won't take account for when two players, ally and enemy, kill units from another player at the same time.

The best you're going to come up with is to make all of your allies have the same race. If you made yourself an all your allies protoss, this means if have at least 1 kills of zealot, you must have killed an ally (or yourself), so you lose. If you have at least 1 kills of dragoon, you must have killed an ally (or yourself), so you lose. If you have at least 1 kills of high templar, you must have killed an ally (or yourself), so you lose. Etc.

Using this system it means that your allies have to be one race, and your enemies a different race. If you want to have a situation where P1 is allies with P2 and P3, but enemies with P4, while P4 is allies with P2 but enemies of P1 and P3, that you're going to end up with a situation where one player (P2 in my example) needs to be two races simultaneously, which won't work in general.

Post has been edited 2 time(s), last time on Mar 4 2010, 12:21 am by Lanthanide.



None.

Mar 3 2010, 11:52 pm NudeRaider Post #15

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

It doesn't have to be a different race, just different units. A Marine for you and a Jim Raynor for your enemy will work, for example.




Mar 4 2010, 12:10 am Lanthanide Post #16



Quote from NudeRaider
It doesn't have to be a different race, just different units. A Marine for you and a Jim Raynor for your enemy will work, for example.
Correct, however:
Quote from RideOrDie
sorry damien, its the same system i used, but its for a specific unit, i want it to be any unit killed by allie = loose.
Different races is as close as you're going to get to a generic, flawless implementation, with the general idea being that the player can build buildings and freely produce any units of that race.

You can always add in additional heroes or borrowed units from other races as well, as long as they are unique to a particular force/allied bloc.

In reality the 'race' system is really just a group of specific units, because you're going to have to have individual triggers for each unit you want to include, rather than being able to use a generic unit type of "[men]" or "[protoss units]", which unfortunately doesn't exist.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[06:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
[2024-5-18. : 11:05 pm]
Ultraviolet -- :wob:
[2024-5-18. : 3:55 pm]
Zoan -- :wob:
[2024-5-18. : 10:34 am]
NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
[2024-5-18. : 3:45 am]
Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
[2024-5-17. : 6:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[2024-5-17. : 5:41 am]
Ultraviolet -- 🤔 so inf is in you?
[2024-5-17. : 4:57 am]
O)FaRTy1billion[MM] -- my name is mud
Please log in to shout.


Members Online: Roy