1) Players should never be allowed to target players from their own force
2) Players need to be able to kill their own units
The trigger below is my first attempt but it doesn't satisfy #2.
Trigger("Force 1"){
Conditions:
Always();
Actions:
Comment("Prevent Team Killing");
Set Alliance Status("Force 1", Ally);
Preserve Trigger();
}
So I thought the trigger below would take care of it, but nope, still not able to target myself. Only disabling the trigger allows me to kill my own units again.
Trigger("Player 1"){
Conditions:
Always();
Actions:
Comment("Prevent Team Killing");
Set Alliance Status("Player 2", Ally);
Set Alliance Status("Player 3", Ally);
Set Alliance Status("Player 4", Ally);
Set Alliance Status("Player 5", Ally);
Set Alliance Status("Player 6", Ally);
Preserve Trigger();
}
...repeat for remaining 5 players
Any way to accomplish this?
Edit: I should note I'm using hyper triggers
Post has been edited 1 time(s), last time on Feb 12 2022, 12:32 am by Prankenstein.
None.
preserved trigger and ally status aint good together as far i know it can cause lag too if you want to have not beeing able to set ally plaeyrs to enemys you have to time the ally triggers with dc i think.. dont hang me up on this im not fully sure.
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
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
Afaik there's no good way of doing it. You could only fire the trigger when the player is actually an enemy. But then players could still manually target other player's units.
Maybe it could work to confine the units to certain areas so they can't get in range to kill allied units.
Another idea: Make them all invulnerable. Use a targeting system, like dark swarm, to kill units by triggers.
as nuderaider says it canot be avoided 100% but you can make it harder for players to attack allys with the ally status firing but make timed with dc that will solve the issue that you canot attack youre self i think.
you can make another way to trigger self killing with a dropsip loaded with units that activate the self killing when you unload em.
With eud theres alot of option for this to work in a nice simple way.. you can talk with the guy who made the gunner map where players have one shot types and alot like that reload etc. eud based map--- butch is hes name heres the map link
snype boiz
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
as nuderaider says it canot be avoided 100% but you can make it harder for players to attack allys with the ally status firing but make timed with dc that will solve the issue that you canot attack youre self i think.
you can make another way to trigger self killing with a dropsip loaded with units that activate the self killing when you unload em.
With eud theres alot of option for this to work in a nice simple way.. you can talk with the guy who made the gunner map where players have one shot types and alot like that reload etc. eud based map--- butch is hes name heres the map link
snype boizAt first, I decided to just let team killing happen to ensure self killing can happen. But would like to revisit this. Are you saying with EUD there's a way to accomplish this that's foolproof?
None.