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Age of Kings Heaven » Forums » Scenario Design and Discussion » Prevent Deleting buildings
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Topic Subject:Prevent Deleting buildings
JuBuOrangie
Squire
posted 07-14-08 10:57 AM CT (US)         
So Im making a multiplayer map that gives rewards for razings and I need to know how to prevent deleting.

I have seen it done before but never done it.
AuthorReplies:
morgoth bauglir
Squire
posted 07-14-08 11:54 AM CT (US)     1 / 14       
Are you making a RISK game by any chance?

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JuBuOrangie
Squire
posted 07-14-08 12:09 PM CT (US)     2 / 14       
No its a blood map.
JuBuOrangie
Squire
posted 07-14-08 09:47 PM CT (US)     3 / 14       
uh well?
Powery
Squire
posted 07-15-08 03:48 AM CT (US)     4 / 14       
You mean you don't want them to be destroyed after they have been razed?

Nothing else comes in mind than creating a new building to the same point using trigger:

cond: destroy object (the building you want)
effect: create object (same building at the same spot)

looping: ye
start: ye

[This message has been edited by Powery (edited 07-15-2008 @ 03:52 AM).]

JuBuOrangie
Squire
posted 07-15-08 11:27 AM CT (US)     5 / 14       
If you get a razing in the game you get a bonus. So what happens sometimes is people will click and delete their building when it has just a teeny bit of health left to prevent the other person from getting a razing.
Powery
Squire
posted 07-15-08 11:54 AM CT (US)     6 / 14       
SOrry to ruin your plans but I don't think there's anything to do.
JuBuOrangie
Squire
posted 07-15-08 01:46 PM CT (US)     7 / 14       
There is I have seen it done in other bloods before.

I need to ask Impeached he knows how to do it.

[This message has been edited by JuBuOrangie (edited 07-15-2008 @ 01:47 PM).]

UnnamedPlayer
Squire
posted 07-15-08 10:13 PM CT (US)     8 / 14       
there might be a really hard way involving tracking the enemy players attributes of buildings razed.
JuBuOrangie
Squire
posted 07-17-08 08:06 AM CT (US)     9 / 14       
Ok now I want the player to be able to buy a small trickle of food but I dont want there to be a tribute sign constantly there.

So I want it so its 1 food every 10 seconds so I did player 1 tribute gaia -1 food timer 10 but when I do that the trigger remains red any higher value of one on the tribute however makes the trigger succesful.
Lazy Monkey
Squire
posted 07-17-08 02:15 PM CT (US)     10 / 14       
That one's easy, all you gotta do is open up a chat box like the send chat effect, type ina '-' (minus) sign, copy it and then put a tribute the opposite way round like Player1 tributes GAIA then right click the box, click paste then type in the amount of food you want to trickle in. The important thing is, do NOT click on that effect after you've done this, else it'll reset.

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JuBuOrangie
Squire
posted 07-17-08 05:06 PM CT (US)     11 / 14       
The problem is is that -1 doesnt seem to work in a effect since it stays red. If I use -2 for example then it works.
WizardBoy
Squire
posted 07-19-08 10:19 AM CT (US)     12 / 14       
Hello. I have been discussing with someone that does a CBA blood map. Although your map isnt a CBA blood map i still can help on preventing building deleting.
However, what i will explain is to make a punishment for people deleting the building.

trigger0: Controls player 1 his tower deleting
starting state: YES loop: OFF
condition: own fewer objects: tower 1 player 1
effect: send chat: ---Deleted a Tower get Punishment--- Player 1
effect: kill object (the object of player 1 which should keep him alive, if it isnt destroyed)
-OR- => this is about preferance. Direct lose or punishment
effect: damage object: gate player 1 1000

This trigger is used to punish a player if they delete the tower. This works if there are 2 towers at the start.
And because you also have razing triggers this will fire early then a razing trigger.
As soon as you lose a tower you get a punishment.

If your enemy has destroyed your tower you need a new way of detecting that:

Trigger1: Controls player 2 destroying tower of player 1, also checks if it is a valid razing. Trigger to use if there are 2 players. Logic can be carried over to other players
starting state: YES loop: OFF
condition: own fewer objects: tower 1 player 1
condition: own objects: gate 2 player 1
condition: own objects: tower 2 player 2
condition: own objects: gate 2 player 2
condition: razing: player 2 has 1 razing
condition: razing: player 1 has 0 razing
effect: send chat: ---Tower is destroyed by enemy---

With this kind of trigger use, you have it pretty controlled. I know it still has flaws but any system has its own leaks.

If you feel there is a lot to ask now. Please do it.
I have time to explain some if this get too fuzzed(sp?)

(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)

[This message has been edited by WizarDBoy (edited 07-19-2008 @ 10:20 AM).]

JuBuOrangie
Squire
posted 07-19-08 10:27 PM CT (US)     13 / 14       
I have multiple buildings and multiple razing bonuses.
WizardBoy
Squire
posted 07-20-08 08:04 AM CT (US)     14 / 14       
I have multiple buildings and multiple razing bonuses
This means you need to explain on which buildings you like to have anti delete. Else it is kind of difficult to explain.

(_(_(_ World of Warcraft _)_)_)
(_(_(_(_(_( = [|]Level: 85 Pierce [|] = )_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|] Class: Warrior[|] = )_)_)_)_)_)_)_)_)
(_(_(_(_(_(_(_(_( = [|]Race: Human [|] = )_)_)_)_)_)_)_)_)
(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)
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