Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: i cant attack my own units
i cant attack my own units
This topic is locked. You can no longer write replies here.
Jun 28 2010, 2:36 am
By: Apocalypse535  

Jun 28 2010, 2:36 am Apocalypse535 Post #1



i made a map its fastest but way crazier and i added a feature where you can go from a player to an observer. but i find that when one has done this you cannot attack your own units because of the constant ally. i have hyper triggers in my map 9 0waits to be exact.

here are the triggers causing the problem.
Trigger 1 Ally P1 As Obs
Condition:
Command(P1, Exactly, 0, Buildings);
Deaths(P1, Exactly, 0, Bengalaas);
Deaths(P1, Exactly, 1, Alan Schezar Goliath);

Action:
SetAllianceStatus(P1, AlliedVictory);
RunAIScript(Turn ON Shared Vision for Player 1);
PreserveTrigger();
Comment("Ally P1 As Obs");

Trigger 2 Loop 1
Condition:
Deaths(P1, AtLeast, 1, Bengalaas);

Action:
SetDeaths(P1, Subtract, 1, Bengalaas);
PreserveTrigger();
Comment("Loop 1");

Trigger 3 Help Loop 1
Condition:
Command(P1, Exactly, 0, Buildings);

Action:
SetDeaths(P1, SetTo, 2000, Bengalaas);
Comment("Help Loop 1");

i tried extending help loop because its a way to put waits without using a wait action but it still goes instantly. i've found even if the ally doesnt kick in it still doesnt let me attack my stuff. and im am positive its these triggers that are causing the problem.



None.

Jun 28 2010, 2:39 am NudeRaider Post #2

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

Is there a reason that as an Observer you still have units and have to kill them yourself? Just kill them by triggers.

And if constant ally is your problem then just don't. Add a timer to the trigger or don't preserve it.




Jun 28 2010, 2:45 am Apocalypse535 Post #3



what do you mean add a timer? also i already got a trigger to get rid of units but that isnt the problem these are.



None.

Jun 28 2010, 2:47 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

A death count timer. It's better to just detect when you've unallied and really properly.

He means that the players can't attack their own units because an alliance status has changed.



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

Jun 28 2010, 2:49 am Apocalypse535 Post #5



i thought i added a death count timer already lookit the triggers help loop 3 is the timer. and how can i detect when i've unallied?



None.

Jun 28 2010, 3:47 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

You didn't preserve the 3rd trigger.

The "foes" player will detect enemies. So if your foes have suffered exactly 1 death of <random DC only player 3 has> then you can ally player 3. You just need some way to identify the foe, which can be a unit somewhere that the player will always have, or a unique DC.



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

Jun 28 2010, 6:41 pm Apocalypse535 Post #7



another question, when you randomize start locations does it randomize what player you are? i have team 1 and 2 randomized but my observers (team 3) not randomized yet they still change war colors as if they are randomized.



None.

Jun 28 2010, 7:53 pm 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

yes




Jun 28 2010, 9:58 pm Azrael Post #9



Quote from Apocalypse535
another question, when you randomize start locations does it randomize what player you are?
Only within the randomized force. If Player 1, Player 2, and Player 3 are in Force 1, and you set Force 1 to have random start locations, then someone in Force 1 could end up playing as Player 1, 2, or 3.

If you place units for Player 1 on the map, they will still belong to whichever player ends up as Player 1.

Quote from Apocalypse535
i have team 1 and 2 randomized but my observers (team 3) not randomized yet they still change war colors as if they are randomized.
If any force has random start locations, all the colors for all the players will become random. Their player numbers, however, are not being randomized. In your example, if you have Player 6, Player 7, and Player 8 as observers in "Team 3," then whoever is in the first player slot in the lobby will still be Player 6, the second will still be Player 7, and the third will still be Player 8. The only thing that changes is the players' colors.




Jun 29 2010, 2:12 am Apocalypse535 Post #10



thanks for the help guys my map works. if you want it here's the thread link.
http://www.staredit.net/topic/9686/
check it out its fastest map but waaaay crazier alot of cool features.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:17 pm]
Zoan -- I find it kind of sad that on the same day it was announced AI solved Navier Stokes, it was also announced AI beat Portal, and there's a good deal of people who don't know which is more impressive
[06:24 am]
Oh_Man -- uh I mean, pfft no i'm not a robot
[06:24 am]
Oh_Man -- 01001001 00100000 01100001 01101101 00100000 01101110 01101111 01110100 00100000 01100001 00100000 01110010 01101111 01100010 01101111 01110100 00001010
[05:02 am]
NimoStar -- vtubers already behave as AIs so nobody would notice the difference
[03:42 am]
Symmetry -- If AI beat portal, then we can do an AI Vtuber
[03:24 am]
NimoStar -- Coming generations? Too much optimism I see
[03:05 am]
Symmetry -- The coming generations will have so much data online that their kids will never have to say goodbye (for a monthly fee)
[02:59 am]
Symmetry -- I mean it's not out of the question I suppose. An LLM could digitally replace people when they die. Imagine dead grandma messaging you to buy crypto
[02:56 am]
Symmetry -- Steadily convincing myself Oh_Man is secretly an LLM
[02:42 am]
Symmetry -- I need an AI to summarize my thoughts, damn it!
Please log in to shout.


Members Online: Obsdark, Zoan, DarkenedFantasies