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BattleForums.com Blizzard Gaming Forums > Warcraft > Warcraft General > Warcraft Maps and Modifications

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Old 01-12-2005, 06:02 PM   #1 (permalink)
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not attack

hey there are those games that, when your "bullets" (gold) is down to zero, your guy can't attack ppl, how do i do the no attacking part, i have the no gold part, but i can't figure out the no attacking part.
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Old 01-13-2005, 09:33 AM   #2 (permalink)
 
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Play around with alliancy with ammo. If your gold count is 0, then you are allied with the zombies, but also they hate you. Therefore, the zombies can still bite your head off while u are sitting there trying to reload your gun. That is how Zombie Hotel in Brood War did it!
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Old 01-13-2005, 09:28 PM   #3 (permalink)
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ummm, can't they still attack them one at a time with the a button?
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Current WC3 projects (Updated March 08, 05):
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Progress of RE:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Progress of Halo 2:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
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Old 01-14-2005, 09:54 PM   #4 (permalink)
 
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Yes, but why would you do that when ur being attacked by like 20 zombies at once? Unless you can do splash damage, its almost impossible!!!
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Old 01-15-2005, 02:50 AM   #5 (permalink)
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thats not the point, you can still attack but, i think i solved the problem, make triggers (one one, which ever) when gold = 0 then set the alliance, when gold = 0 every 1 sec, if unit is told to target something, stop it from doing so
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Current WC3 projects (Updated March 08, 05):
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Progress of RE:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Progress of Halo 2:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
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Trigger's ------|||||||||||
Item's----------|||||||||||
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Old 01-16-2005, 04:39 AM   #6 (permalink)
 
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Well, you got it! At least I gave you a suggestion my friend
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Old 01-17-2005, 10:25 PM   #7 (permalink)
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hey for anyone out there who needs the code, i have it line for line, if you want, i am too lazy to post it so im me (knotleftB) and i will send u it
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Current WC3 projects (Updated March 08, 05):
---Resident Evil (i have a team working on it)
---Halo 2 Zombies (I have a team working on it)
Progress of RE:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Progress of Halo 2:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
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Old 01-18-2005, 01:02 AM   #8 (permalink)
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I don't think that it should be done that way. The fact is that you may also want it so that a melee attack without ammo restraints can also fire. This nullifies the ally player option. So how do you do it like that?
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Old 01-18-2005, 04:12 AM   #9 (permalink)
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Use this event: Unit - Unit is attacked

if the attacking unit is a player, AND they have 0 gold (ammo...), then do: Issue Order to (Attacking Unit) to (Stop)
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Old 01-18-2005, 04:57 AM   #10 (permalink)
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lol, if u tried that, it does not work, to issue the order STOP, it is over ridden, the priority of stop is lower then attack in anyform, it won't work, it requires 2 trigger (or one big one)

also the mele attack can be done, but it is more of a move, not an attack. it would be like thunder but not, you know what i mean?
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Current WC3 projects (Updated March 08, 05):
---Resident Evil (i have a team working on it)
---Halo 2 Zombies (I have a team working on it)
Progress of RE:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Progress of Halo 2:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Red = went down
Blue = went up
Green = same
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Old 01-18-2005, 05:04 AM   #11 (permalink)
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If that does not work, use Unit - Pause (unit), then order them to Stop, then Unpause them. This works for sure, as I have used it before in a map which has an ammo system and does not allow firing with 0 ammo.
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Old 01-18-2005, 05:42 AM   #12 (permalink)
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y didn't u tell me that at the start, it works, idk which is better, in NOTD they allie and tell them to stop attack (like i was doing), the pause order stop and unpause, works too, without allying, but it does a lot of orders (it actually takes all commands for that unita way, then orders it to stop moving and stop all other orders, and then gives back command to you) and if u do an attack with the a button, an click it does a funky thing, and sometimes unclicks from the unitm and then u u have to click on it again, which can be fatal in a RD game, but i like this way, now to do a mele attack thingy.(yes i said thingy)
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Current WC3 projects (Updated March 08, 05):
---Resident Evil (i have a team working on it)
---Halo 2 Zombies (I have a team working on it)
Progress of RE:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Progress of Halo 2:
Terrain ----- ||||||||||
Unit's -------- |||||||||||
Spell's/Ablities- |||||||||||
Trigger's ------|||||||||||
Item's----------|||||||||||
Red = went down
Blue = went up
Green = same
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Old 01-18-2005, 05:43 AM   #13 (permalink)
 
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You're better off with Pause like Dari said. If you use Stop, the command must be repeated every .01 seconds or something (constant effect). Then again you would need allies all over you, otherwise you'd be dead from reloading
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Old 01-18-2005, 08:33 PM   #14 (permalink)
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Won't all of those options stop the melee attack from working too?
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Old 01-18-2005, 11:12 PM   #15 (permalink)
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The goal of pausing and ordering stop to a unit when they are out of order is so that no attacks work... So yes, it will prevent melee attacks as intended
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Old 01-19-2005, 12:03 PM   #16 (permalink)
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I don't believe that it was intended. The idea is that a unit has a gun, and when the gun runs out of ammo, he can't use it. If you can't use it then you sure as hell can still punch, or hit with the but end of your gun, so that attack should be allowed I think.
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Old 01-20-2005, 03:33 AM   #17 (permalink)
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There's a condition that checks for the "order" string of the unit, the order should be either:

attack1 or attack2 (i think, not totally sure) depending on which attack the unit is using. Just run a check for this in the conditions.
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Old 01-20-2005, 12:10 PM   #18 (permalink)
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I have a great idea!
Somehow cast the spell silence on the unit, but rename it "out of ammo" I know that this would mess up the melee attacks, but I think that those should be manual anyway, or auto firing abilities.
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Old 01-20-2005, 01:03 PM   #19 (permalink)
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There you go, works fine, silence the unit and then make an autocast ability that forces the unit to attack another unit. Easy as pie.
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Old 01-20-2005, 08:44 PM   #20 (permalink)
 
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Quote:
Originally Posted by Paella
I have a great idea!
Somehow cast the spell silence on the unit, but rename it "out of ammo" I know that this would mess up the melee attacks, but I think that those should be manual anyway, or auto firing abilities.
But then the unit cannot have any attacks WHAT so EVER and the targetable units must be set so it shoots the proper units.
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