Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Any way to have units not be able to attack
Any way to have units not be able to attack
Jul 28 2008, 7:35 am
By: Madroc
Pages: 1 2 34 >
 

Jul 28 2008, 7:35 am Madroc Post #1



Is there any way to have units not be able to attack but still be able to move?

Example: I want a siege tank to be able to move around but not be able to attack. Nearby, in range of the tank, a dragoon is firing at an enemy unit.

The reason being is that I want Siege Tanks to be like "civilians" but the flavor of a siege tank must be there.

Thanks in advance!

Post has been edited 1 time(s), last time on Jul 28 2008, 7:42 am by madroc. Reason: Clarified something



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Jul 28 2008, 7:39 am Ultraviolet Post #2



You say you need the player that owns the siege tanks to be able to attack with other units at the same time? If this is the case then I don't know of a way to do this. If it's not the case then just make the player who owns the siege tanks ally everyone (I assume it is the case though, and that's why you're asking).




Jul 28 2008, 7:42 am Madroc Post #3



Quote from name:NerdyTerdy
You say you need the player that owns the siege tanks to be able to attack with other units at the same time? If this is the case then I don't know of a way to do this. If it's not the case then just make the player who owns the siege tanks ally everyone (I assume it is the case though, and that's why you're asking).

That is the case, unfortunately. :(



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Jul 28 2008, 7:53 am Madroc Post #4



Is there a way to have only units in a particular area be able to attack?



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Jul 28 2008, 8:25 am Ultraviolet Post #5



Thinking back on it.. do these tanks need to be able to be controlled consistently? I'm thinking you could give them to a player who is allied to everyone frequently, but with this method the tanks could hardly be controlled. Could work if you don't really need them to be very mobile.




Jul 28 2008, 8:59 am NudeRaider Post #6

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

A grid based move direction detection system paired with giving the tank a move order in the direction it's heading is the best I can think of.

Like you can control where the tank should move to, but you would have to give the order pretty often as its being overwritten my move order. You'd have to find the right wait between the orders to fit the system best to your needs.

Another obvious workaround is to set the tank's damage to 0. It will still do 0.5 damage though.

Quote from Madroc
Is there a way to have only units in a particular area be able to attack?
That supports another idea of mine. Make a location around the tank and make enemy units in this radius either invincible, give them to an allied player or immobilize them (constantly teleport to a location outside the map, which makes them unhittable if hyper trigger preserved). But I don't know how that fits into your map.




Jul 28 2008, 9:29 am Madroc Post #7



Quote from name:NerdyTerdy
Thinking back on it.. do these tanks need to be able to be controlled consistently? I'm thinking you could give them to a player who is allied to everyone frequently, but with this method the tanks could hardly be controlled. Could work if you don't really need them to be very mobile.

Not a bad idea; I would like them to be fully controllable but it might have to come to this. This will be my last resort.

Quote from NudeRaider
A grid based move direction detection system paired with giving the tank a move order in the direction it's heading is the best I can think of.

Like you can control where the tank should move to, but you would have to give the order pretty often as its being overwritten my move order. You'd have to find the right wait between the orders to fit the system best to your needs.

Hm just out of curiosity how would you be able to stop? I do like your idea a lot but unfortunately I have 0 locations left... Sad face :( I like your thinking tho

Quote from NudeRaider
Another obvious workaround is to set the tank's damage to 0. It will still do 0.5 damage though.

Ah well I did do that it's just that they run away when you attack them. That is really my only problem is them running away.

Quote from NudeRaider
Quote from Madroc
Is there a way to have only units in a particular area be able to attack?
That supports another idea of mine. Make a location around the tank and make enemy units in this radius either invincible, give them to an allied player or immobilize them (constantly teleport to a location outside the map, which makes them unhittable if hyper trigger preserved). But I don't know how that fits into your map.

Won't work, sadly, because i need them to be vulnerable.

Ooh epiphany - Is there a way to make guys who are human controlled not have the AI of running away when an invincible guy attacks them? Even if there is no AI that does this, is there another way to do this? Because if no one ran away in my map, then that would completely solve the problem.



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Jul 28 2008, 10:14 am NudeRaider Post #8

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

When you don't detect movement for a couple of trigger loops teleport him onto himself. = Stop ;)
Not having locations left should not be a problem since you can probably reuse a few. Post the map and we can help you with that.

Giving to neutral as long the tanks is around might do the trick. He will never run.

If he's human controlled he can always manually put his units on hold. You cannot trigger that though. The immobilize trick is the closest you can get.

Well to sum it up I see two ways: Either make the tank uncontrollable as long enemies are around him (e.g. order him away), or make the units that should not run away uncontrollable either by giving to P12 or by immobilizing them as long as the tank is around.

If both is not enough for you you have to change the tank into something else. For example the Benglass as Jaguar (if the tank is to represent a car). ;)

Another idea that just occured to me would be a control system for the tank. It would be guided by triggers and you use a warpgate or something to control its direction. 4 directions + stop would be easily possible.




Jul 28 2008, 5:13 pm Hug A Zergling Post #9



I played a map where units actually did zero damage. not 1, but 0.



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Jul 28 2008, 5:19 pm Falkoner Post #10



0 is actually half, you would have to attack twice to do 1 damage, no matter what armor.

Making units not run away, is only really done by constantly ordering them.



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Jul 28 2008, 5:21 pm Hug A Zergling Post #11



Not run away...Falkoner, what thread are you on?



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Jul 28 2008, 5:56 pm Madroc Post #12



Quote from NudeRaider
When you don't detect movement for a couple of trigger loops teleport him onto himself. = Stop ;)
Not having locations left should not be a problem since you can probably reuse a few. Post the map and we can help you with that.

Giving to neutral as long the tanks is around might do the trick. He will never run.

If he's human controlled he can always manually put his units on hold. You cannot trigger that though. The immobilize trick is the closest you can get.

Well to sum it up I see two ways: Either make the tank uncontrollable as long enemies are around him (e.g. order him away), or make the units that should not run away uncontrollable either by giving to P12 or by immobilizing them as long as the tank is around.

If both is not enough for you you have to change the tank into something else. For example the Benglass as Jaguar (if the tank is to represent a car). ;)

Another idea that just occured to me would be a control system for the tank. It would be guided by triggers and you use a warpgate or something to control its direction. 4 directions + stop would be easily possible.

Giving him to neutral is an interesting idea. Giving them back to the players they belonged to will be tough. I think I just found my solution though Thanks a lot!

Another idea would be to have one location that I have constantly center on the place in question and order all units outside the map (the place would be there for less than 2 seconds)

I'll see what I can do. Thanks again. :) :) :)



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Jul 28 2008, 6:03 pm CecilSunkure Post #13



You could have the tank be controlled by a player who is allied to all players, and have the player who needs to move the unit own an observer. Then constantly order the tank to move towards the observer.



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Jul 28 2008, 6:48 pm NudeRaider Post #14

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 Madroc
Giving him to neutral is an interesting idea. Giving them back to the players they belonged to will be tough. I think I just found my solution though Thanks a lot!
How many players are there? You could place lings under the units given to neutral. If you have not that many players (max. 4) you can use P9-12 lings and assing 1 player to each of them. If you have too many players not you might consider burrowing the ling for the player the original unit belongs to and disable burrow tech.




Jul 29 2008, 12:21 am Biophysicist Post #15



I might (small might) be able to help, but it would help me help you if you could tell me exactly what you need this for. (As in EXACTLY, basically say everything about the map that relates to the tank.) Then I could help, maybe.

Possible workaround: Multiply the HP and attack values of all units by ten or so (so that a Marine would have 200 HP and do 60 damage), then set the tank to do 1 damage. It can still attack, but it would barely be noticeable.



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Jul 29 2008, 5:47 am Falkoner Post #16



Quote
Not run away...Falkoner, what thread are you on?

Quote
Ooh epiphany - Is there a way to make guys who are human controlled not have the AI of running away when an invincible guy attacks them? Even if there is no AI that does this, is there another way to do this? Because if no one ran away in my map, then that would completely solve the problem.

Anyway, how did you run out of locations? I'm sure there's a way for you to get a few back, at least enough to use as temporary reusable locations.



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Jul 29 2008, 7:08 am Madroc Post #17



Quote from name:TassadarZeratul
I might (small might) be able to help, but it would help me help you if you could tell me exactly what you need this for. (As in EXACTLY, basically say everything about the map that relates to the tank.) Then I could help, maybe.

Possible workaround: Multiply the HP and attack values of all units by ten or so (so that a Marine would have 200 HP and do 60 damage), then set the tank to do 1 damage. It can still attack, but it would barely be noticeable.

OK, so each player has a sniper where you position an observer over the unit you wish to kill and unload a unit from a bunker to fire at it. A scourge (bullet) travels there to make sure there are no guys in the way and to make sure you aren't firing at any walls. all units are (almost) always invincible. When the scourge hits something (either the place that you fired at or an obstacle in the line of fire) it creates units (1 zealot is standard) and disables invincibility for all units near the zealot. After 1.5 seconds the zealot disappears and all guys become invincible again. However during those 1.5 seconds, there will probably be an enemy tank outside of the invincibility location that will try to kill the not-invincible tank when invincibility is disabled. This isn't really a problem except for the fact the tank that you want to fire at might run away if fired at by an invincible guy. Then the tank will most likely be out of range of the zealot.

Quote from Falkoner
Quote
Not run away...Falkoner, what thread are you on?

Quote
Ooh epiphany - Is there a way to make guys who are human controlled not have the AI of running away when an invincible guy attacks them? Even if there is no AI that does this, is there another way to do this? Because if no one ran away in my map, then that would completely solve the problem.

Anyway, how did you run out of locations? I'm sure there's a way for you to get a few back, at least enough to use as temporary reusable locations.

I wanted there to be able to have 5 bullets in the air at a time. There has to be 2 locations per bullet (one to constantly center on it and one to detect high/low ground) and 1 location for the place it's aiming for. that's 120 (3x5 possible bulletx 8 players) Also there needs to be 1 loc for each sniper (8), another location for walking sounds (8) (this feature could be taken out for saving 8 locations if needbe), 6 for each player to determine which bullet type goes to which scourge (48), 2 for each player's unloading area (16), several for buying area (7) one to constantly center on observer (8). That leaves like 50 for random stuff and stuff that I can't remember. All the random stuff is absolutely necessary except for 1 that I could take out with 20 minutes of work with no consequences to the game.

So that leaves 9 possible free locations, but that would make walking sounds crappy. Temporary locations for any of this would not be possible unless I used burrowed units (that could save like 30 probably, or more, but would require LOTS of time for editing and I would undoubtedly forget something which would show up for testing... :( )

I have incorporated the idea of making all units near the zealot move to outside the map to prevent them from running away, but there is still the minor issue of having units near the site of firing stopped in their tracks and also the cosmetic issue of guys attacking a guy for no apparent reason.

Here's a link to the terrain so far btw: http://www.staredit.net/topic/3822/#76229

Post has been edited 1 time(s), last time on Jul 29 2008, 8:44 am by madroc.



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Jul 29 2008, 7:22 am Kaias Post #18



I feel you man, on this latest map I'm working on I need locations so severely, I'm using every trick in the book to minimize locations needed. Fortunately everything is completely premeditated so I'm not making sudden changes to my triggering to make more room.

Except for the fact that I decided to increase player max from 4 to 6.



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Jul 29 2008, 8:18 am Falkoner Post #19



This is what happens when you make starcraft maps to your ideas, rather than making ideas to your maps :P You can give it to a neutral player, and set a death count based on which player it was given to, you'd need to give it to player 12 if you need the other players to retain whatever alliances they had before it was given.



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Jul 29 2008, 8:46 am Madroc Post #20



Quote from Falkoner
This is what happens when you make starcraft maps to your ideas, rather than making ideas to your maps :P You can give it to a neutral player, and set a death count based on which player it was given to, you'd need to give it to player 12 if you need the other players to retain whatever alliances they had before it was given.

Ah that's an interesting idea I hadn't thought of. Unfortunately it has exactly the same symptoms as simply moving the same units to a location outside the map except it also deselects units and changes their color to boot:P

But yeah, I know locations are a pain in the BUTT! I wonder why they don't make it so you can have 500 locations instead... dumb on SCmdraft maker's part?

And again here's the terrain and more detailed description:



http://www.staredit.net/topic/3822/#76229



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