Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Can't attack allies? [SOLVED]
Can't attack allies? [SOLVED]
This topic is locked. You can no longer write replies here.
Sep 2 2008, 2:52 am
By: FatalException  

Sep 2 2008, 2:52 am FatalException Post #1



So, my map is going to be kind of a shooter (think sniper maps) where the players are allied with the enemy computer. The problem is, I can't get Raynor (marine) to shoot an ally. The trigger for allying to the enemy is as follows:
Trigger
Players

  • Force 1
  • Conditions

  • Force 1 has at least 1 opponents remaining in the game.
  • Actions

  • Set Force 1 to Ally.
  • Set Force 2 to Ally.
  • Set Force 3 to Ally.
  • Set Force 4 to Ally.
  • Preserve trigger.

  • When I try to attack, he'll get through the shooting animation, but no shots hit. Who knows what's up?

    Post has been edited 1 time(s), last time on Sep 7 2008, 4:20 am by FatalException.



    None.

    Sep 2 2008, 2:57 am Kaias Post #2



    When a player is constantly allied like that the shots (almost all everytime) don't hit, it has the same effect as a unit trying to hit a unit that's being constantly moved where he can't go. Try allying less frequently.



    None.

    Sep 2 2008, 3:02 am FatalException Post #3



    I know, the condition should only re-ally when they set someone to enemy, but I'll try delaying the preserve anyway... It even did this when it only allied ONCE.

    Which is why delaying the preserve is just about the weirdest working solution ever. :dontgetit: Thanks, I guess? LOCK PL0X.



    None.

    Sep 2 2008, 3:05 am Moose Post #4

    We live in a society.

    It would seem to me that the trigger is running too often.
    Try having the trigger set the alliance status whenever FOES commands 1 whatever the target is to force locks. (the condition becomes true because the person unallied.)

    EDIT: This might be helpful for using the opponents condition:
    Quote
    This condition evaluates how many of the players are opponents of the trigger owner. By default, all of the other players are considered opponents. A player does not count as an opponent if either of the following conditions are met:

    · The player has been defeated. This condition only counts players that are still in the game.
    · The player is set for allied victory with the trigger owner, AND the player is set for allied victory with all other players set for allied victory with the trigger owner. (The enemy of an ally is still an enemy.)

    As a result, if opponents equals zero, all of remaining players are set for allied victory with each other. Use this condition with the Victory action to create a scenario that allows for allied victory.

    It would appear that you have to either use Allied Victory or Foes commanding conditions. Allying without allied victory is still considered an opponent, which causes the trigger to run.

    Post has been edited 1 time(s), last time on Sep 2 2008, 3:12 am by Mini Moose 2707.




    Sep 2 2008, 3:05 am Kaias Post #5



    Quote from FatalException
    I know, the condition should only re-ally when they set someone to enemy, but I'll try delaying the preserve...

    It even did this when it only allied ONCE.
    That wouldn't be caused by allying then and therefore be likely caused by constant moving, maybe you're just mistaken?.



    None.

    Sep 7 2008, 4:20 am FatalException Post #6



    This problem has been solved since Sept. 1 at 8:02 PM.



    None.

    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [2024-5-20. : 3:08 pm]
    Sylph-Of-Space -- woah! nice! thank you!
    [2024-5-20. : 4:05 am]
    O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
    [2024-5-20. : 4:04 am]
    O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
    [2024-5-20. : 4:04 am]
    O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
    [2024-5-20. : 4:03 am]
    O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
    [2024-5-20. : 3:57 am]
    Sylph-Of-Space -- Unless I'm dum (possible)
    [2024-5-20. : 3:57 am]
    Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
    [2024-5-20. : 3:53 am]
    Sylph-Of-Space -- :'( dont cry for me cat-gentina
    [2024-5-19. : 9:18 pm]
    Ultraviolet -- 🔪🐈
    [2024-5-19. : 12:34 pm]
    NudeRaider -- curiosity kills the cat!
    Please log in to shout.


    Members Online: 5milac8285eB2, Roy