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?



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
Please log in to shout.


Members Online: Moose, Roy