Alliances
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Oct 13 2009, 12:22 am
By: IcY  

Oct 13 2009, 12:22 am IcY Post #1

Cruisin' on that LSD

so im making a map where the player needs to use the 'a' or 'attack' button to attack and this can be done using alliances (set to ally).
one thing i dont get is sometimes the unit will not attack, and this is from the time after you click 'a' on a unit you want to attack, but then your unit will begin to move over to attack, but stops mid-way. that is because the trigger is either preserved to set to ally, or just waiting milliseconds to ally, and it ends up allying half way through the attack. i want to know how to make it ally each time after you attack and kill the unit, should i use kills?




Oct 13 2009, 12:28 am Falkoner Post #2



You can detect when their kill score goes up and reset the ally, that, or you can only set them to ally when they have an enemy.



None.

Oct 13 2009, 12:32 am IcY Post #3

Cruisin' on that LSD

wouldnt detecting the kill score only detect when a kill is made causing that to be the only time they r allied? what if they click un ally each time before a kill?




Oct 13 2009, 12:40 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm pretty sure you're looking for a way to prevent people from ever unallying right?

Well if you constantly chance any alliance status, any force attack will be canceled during the trigger run. Using hyper triggers, this prevents most units from ever attacking. The easiest way around this is to detect when a player unallies another player. To do this, you use the "foes" player group. Somehow you need to differentiate the players. If you have unique units somewhere on the map, you can use those (ie foes commands at least 1 "unique unit" then set player X to ally). If not, you can set unique deaths for each player (player 1 has 1 death of cantina, player 2 has 2 deaths of cantina etc...). Then detect when foes have exactly 1,2,3 etc... deaths of cantina and set alliance accordingly.

Finally, if you have NO enemies, you can always just detect when foes have at least 1 any unit, then ally everyone.



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

Oct 13 2009, 12:43 am ClansAreForGays Post #5



Make the condition: if foes command atleast 1 any unit
Make the action: set player(x) to allie
Make the action: Display text: Don't try to unally.
Preserve Trigger




Oct 13 2009, 12:56 am IcY Post #6

Cruisin' on that LSD

thanks guys




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[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.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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