Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting friendly kill
Detecting friendly kill
Dec 8 2008, 12:13 am
By: Oo.DaMeiN.oO  

Dec 11 2008, 1:14 pm Ahli Post #21

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I added the death counts in that trigger's conditions. If your teammate is dead, enemies aren't and you got kill score, you backstapped him.
I tested it in your map and it works now.
If both teams teamkill at the same time, nothing happens... (to make it totally equal you should add a negative points counter.)
I send u the map per PM.




Jan 30 2009, 12:41 am Decency Post #22



Confused why my map isn't working, I thought I had this right but I don't. The triggers are commented "Red kills Orange" "Orange kills Red" and etc.

P1/P5 (Red/Orange) are on one team, P2/P4 (Blue/Teal) are on the other. Any help would be appreciated, thanks.

http://www.mediafire.com/?et0fdozjedn



None.

Jan 30 2009, 5:35 am Decency Post #23



Fixed it. Strange bug though, even though I had the backstab triggers first, the "player kills enemy" trigger fired first. I guess the "deaths" isn't recorded as fast as the "kills" score. Whatever, it works by adding additional conditions to the "player kills enemy" trigger.



None.

Jan 30 2009, 12:31 pm NudeRaider Post #24

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 name:FaZ-
I guess the "deaths" isn't recorded as fast as the "kills" score.
Exactly.
Dying units can still be detected for a half trigger loop or so.




Jan 31 2009, 4:57 am Falkoner Post #25



Quote
Dying units can still be detected for a half trigger loop or so.

Yeah, by the Bring/Command conditions, however, as soon as they die the Death is added. Hence being able to detect where a unit died. Something else must have done it, but it works anyway, so :hurr:



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[2026-7-23. : 6:40 am]
Oh_Man -- true
[2026-7-23. : 3:16 am]
RIVE -- Still annoyed there was never a trigger to stop or pause wavs.
[2026-7-23. : 1:40 am]
Oh_Man -- tthen u come to SCBW and it's like - upload WAV, play WAV.... sigh why cant it be that easy
[2026-7-23. : 1:40 am]
Oh_Man -- and no consistent easy to use way to then play the audio either
[2026-7-23. : 1:39 am]
Oh_Man -- where they use third party audioprogram called WWISE which basically makes adding audio extremely difficult
[2026-7-23. : 1:39 am]
Oh_Man -- i appreciate SCBW's ability to just let us upload and play WAVs so much compared to nightmare that is total war warhammer 3
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
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