| 08-22-2004, 01:46 AM | #1 |
ok im doing a shooter map that to some of my testers sounds like halo, i think its like 007, some ppl think its just unique well i got an ammo system VERY similar to Night of the Dead except the clips are items and not lumber and there are case specific ammunition. All the replace unit exchange for the units and friendly fire off etc are perfect, but when the player runs out of ammunition it will not treat the other team as an ally... Events A unit is attacked Conditions (attacking unit) not equal to tesla coil ((Owner of (attacking unit)) lumber greater than or equal to 1 Actions Add -1 to ((Owner of (attacking unit)) lumber wait .1 seconds If ((Owner of (Attacking unit)) lumber equal to 0 then pick all players in (All players) and order ((Owner of (Attacking unit)) to treat picked player as an ally This will overlap with the friendly fire trigger to prevent them from attacking without ammunition, yet the units will continue to fire even though the triggers says to treat them as allies, manually, or unconciously... Haven't been on these forums for a while =\ |
| 08-22-2004, 03:20 AM | #2 |
Try the "set aspect of alliance" action instead. Code:
Player - For (Owner of (Attacking unit)), turn Alliance (non-aggression) On toward (Picked player) Btw, i noticed the "tesla coil" in you trigger. Sorta like C&C ^^. This sounds like a map to watch for. ![]() |
