Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Disable Team Killing / Keep Self Killing
Disable Team Killing / Keep Self Killing
Feb 12 2022, 12:24 am
By: Prankenstein  

Feb 12 2022, 12:24 am Prankenstein Post #1



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.

Code
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.

Code
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.

Feb 12 2022, 10:50 am GGmano Post #2

Mr.Pete-Tong

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

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

Feb 12 2022, 1:08 pm NudeRaider Post #3

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.




Feb 12 2022, 10:10 pm GGmano Post #4

Mr.Pete-Tong

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

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

Mar 13 2022, 6:59 pm Prankenstein Post #5



Quote from GGmano
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

At 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?



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[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.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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