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Anti-Gang System

09-21-2005, 02:48 AM#1
MrApples
Anyone have any ideas on an anti-gang trigger, this does not actualy prevent ganging, but adjusts health and damage of unis accordingly.

-Finds all players who are unallied with someone
-Seperates the players into groups(groups must be all allied).
-Discovers who is attacking who, and which group has more players than the others of the pairs.
-Determines if the larger group(players wise) has about the same resources as the smaller group(gold mine control).
-Divides the smaller group by the larger group to come up with a number between 0 and 100.
-Uses the produced number to set damage and health accordingly(Max Health/1 X Number)

I created one tthats about 2000 actions long, but i don't really know if it works(Decrease life in WEU wasn't working)
09-21-2005, 11:29 AM#2
Thunder_Eye
I dont think you should use the mine controlled/resource thing cause else whats the point in taking mines if your units gets weaker?
09-21-2005, 08:36 PM#3
MrApples
Determines if the larger group(players wise) has about the same resources as the smaller group(gold mine control).

This means that the game should not handicap one for being stronger, or handicap a team of people who take on someone much bigger than them.
09-23-2005, 12:04 AM#4
Gandalf2349
I'm going to give you a generalization of the trigger, not an actual code.

Quote:
Events

Player 1 changes alliances, player 2 etc.

Conditions

Alliance Change type = switch hostilities

Actions

x=Count players on team 1
y=count players on team 2
t=Total number of players

xStrength = x-y
yStrength = y-x

k=strength detriment factor, i.e. 0.2 to make units have 20% less of their origional health for each extra player.

Pick all units for team 1 and do actions
set units (max health) = 1-(default max health of (unit type of (picked unit))*k)

That would modify their health. You could go on to do other stats too.