Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to detect when a player is attacking?
How to detect when a player is attacking?
May 1 2010, 8:06 pm
By: Jesusfreak  

May 6 2010, 2:25 pm Jesusfreak Post #21



Quote from rockz
Waits are useful in hyper triggers and in simple triggers. When displaying a series of texts, it's nice to just use a wait and save a few triggers.
Wait, really? Dangit, I had already changed it to death counters XD. I had come up with a system... one death timer would detect how long a conversation had been going on, and another death counter would detect which conversation you were in (so each amount of deaths would represent a different conversation).



None.

May 8 2010, 12:06 am rockz Post #22

ᴄʜᴇᴇsᴇ ɪᴛ!

Suffice it to say, death counts are almost always more versatile than waits. You couldn't have come up with this "system" using waits, as once a trigger starts, it can't be stopped (unless you use wait blocks). You made a good choice in picking DCs for that. I always recommend DCs over waits, even in music.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 11 2010, 10:23 am StarBlue Post #23



If you wish to keep the player from attacking the computer at all:
-CONDITION- always
-ACTION- Set player 7 to ALLY
Preserve trigger

If you wish for the computer to unally the player:
-CONDITION- Player 1 kills at least 1 (SPEC UNIT)
Player 7 suffers at least 1 (SPEC UNIT)
-ACTION- Set player 1 to ENEMY

Make sure you have alot of hyper triggers for the first trigger to be effective.



None.

May 11 2010, 10:29 am Aristocrat Post #24



Quote from StarBlue
If you wish to keep the player from attacking the computer at all:
-CONDITION- always
-ACTION- Set player 7 to ALLY
Preserve trigger

If you wish for the computer to unally the player:
-CONDITION- Player 1 kills at least 1 (SPEC UNIT)
Player 7 suffers at least 1 (SPEC UNIT)
-ACTION- Set player 1 to ENEMY

Make sure you have alot of hyper triggers for the first trigger to be effective.

The second trigger won't work if player 1 kills a unit and player 7 loses one of the same type of unit in an unrelated battle.



None.

May 11 2010, 10:30 am StarBlue Post #25



If each player does not have a specific unit for itself, like a normal game, then all you can do is trust the computer player can fight back, unless someone else can get that trigger for you.

EDIT:
Yes I knew something was wrong with the second trigger, I was just about to edit it, but I guess you beat me. Sorry about that. BUT, if you have the SPEC UNITs at a certain location, if a player unallies the computer, it will attack that unit in the location. That way you CAN"T lose it in an unrelated battle, try something like that.
~~EDIT~~
Here are some possible problems you may encounter, I'm just going to answer them now before you ask :)
After the SPEC UNIT dies, the computer can't sense when another player betrays them : Make more than one SPEC UNIT and place them in boxes near other player's units a fair distance apart (if using range)

Enemies keep getting to the SPEC UNITS : Make a trigger that moves all units away from the SPEC UNITs' location.

Post has been edited 2 time(s), last time on May 12 2010, 5:48 pm by StarBlue. Reason: Spell Check



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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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