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dkrasnove Very Active User
Joined: 25 Dec 2010 Posts: 188 Location: United States
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Posted: Mon Dec 27, 2010 11:31 am Post subject: Creating Units That Cannot Attack |
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Is it possible to create units in multiplayer game, such as Andy, that won't attack even if commanded to? |
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N@TE Chief Administrator Emeritus
Joined: 06 Dec 2009 Posts: 985 Location: Colorado
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Posted: Mon Dec 27, 2010 4:22 pm Post subject: Coward |
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If you change the aggressiveness setting to "Coward", then the units will run away from any enemy that is in sight-range. I'm not sure if this will prevent any attacks from being commanded by a human, however.
If you really don't want any units to be attacked then you can punish the attacker for killing a unit. For instance, if they kill a unit, then the killer loses five units, or something along those lines. Just be sure to include that in the Mission and/or Formal Objectives.
What is it exactly that you're trying to do? Why don't you want units to be attacked? _________________ Warfare Incorporated Former Head of Administration || Steam username: WINate |
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dkrasnove Very Active User
Joined: 25 Dec 2010 Posts: 188 Location: United States
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Posted: Mon Dec 27, 2010 6:29 pm Post subject: Re: Coward |
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N@TE wrote: | If you change the aggressiveness setting to "Coward", then the units will run away from any enemy that is in sight-range. I'm not sure if this will prevent any attacks from being commanded by a human, however.
If you really don't want any units to be attacked then you can punish the attacker for killing a unit. For instance, if they kill a unit, then the killer loses five units, or something along those lines. Just be sure to include that in the Mission and/or Formal Objectives.
What is it exactly that you're trying to do? Why don't you want units to be attacked? |
Well, what I was going for was sort of a "civilian" unit. I wanted the player to have to protect his civilian units from the enemy. Come to think of it, an actual civilian unit would make a nice addition to Warfare Incorporated... |
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N@TE Chief Administrator Emeritus
Joined: 06 Dec 2009 Posts: 985 Location: Colorado
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Posted: Mon Dec 27, 2010 7:49 pm Post subject: Units that cannot fire |
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You could make this "Civilian" unit a Bullpup, Dominion, or Corporate Raider. Neither of these unit types can fire. Bullpups are the fastest of the three unit types (rated six in the "Speed" section of the Unit Creation screen), Dominions are moderately fast (rated five in speed), and Raiders are the slowest (rated four in speed). Just be warned that using Dominions requires a trigger to prevent transforming the Dominion into an HQ (making the players lose the game when they own an HQ). If you are going for a faster vehicle or want multiple "Civilian" units, then choose using Bullpups. If you want a slower vehicle, you only have a few "Civilian" units, and/or you don't mind creating a simple trigger, then go with using Dominions. If you have many units, but you want them to be slow, then choose Corporate Raiders. The final decision is up to you. _________________ Warfare Incorporated Former Head of Administration || Steam username: WINate |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Mon Dec 27, 2010 11:58 pm Post subject: Re: Units that cannot fire |
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N@TE wrote: | You could make this "Civilian" unit a Bullpup, Dominion, or Corporate Raider. Neither of these unit types can fire. Bullpups are the fastest of the three unit types (rated six in the "Speed" section of the Unit Creation screen), Dominions are moderately fast (rated five in speed), and Raiders are the slowest (rated four in speed). Just be warned that using Dominions requires a trigger to prevent transforming the Dominion into an HQ (making the players lose the game when they own an HQ). If you are going for a faster vehicle or want multiple "Civilian" units, then choose using Bullpups. If you want a slower vehicle, you only have a few "Civilian" units, and/or you don't mind creating a simple trigger, then go with using Dominions. If you have many units, but you want them to be slow, then choose Corporate Raiders. The final decision is up to you. | I don't believe there is a trigger that can prevent dominions from unpacking, so if I were you (dkrasnove) I would choose between raiders and bullpups. Try not to use dominions as civilian units.
I personally use raiders as civilians cuz they look like innocent businessmen _________________ It's the essence of combat; kill, or be killed.
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dkrasnove Very Active User
Joined: 25 Dec 2010 Posts: 188 Location: United States
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Posted: Tue Dec 28, 2010 8:03 am Post subject: Re: Units that cannot fire |
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trineroks wrote: | N@TE wrote: | You could make this "Civilian" unit a Bullpup, Dominion, or Corporate Raider. Neither of these unit types can fire. Bullpups are the fastest of the three unit types (rated six in the "Speed" section of the Unit Creation screen), Dominions are moderately fast (rated five in speed), and Raiders are the slowest (rated four in speed). Just be warned that using Dominions requires a trigger to prevent transforming the Dominion into an HQ (making the players lose the game when they own an HQ). If you are going for a faster vehicle or want multiple "Civilian" units, then choose using Bullpups. If you want a slower vehicle, you only have a few "Civilian" units, and/or you don't mind creating a simple trigger, then go with using Dominions. If you have many units, but you want them to be slow, then choose Corporate Raiders. The final decision is up to you. | I don't believe there is a trigger that can prevent dominions from unpacking, so if I were you (dkrasnove) I would choose between raiders and bullpups. Try not to use dominions as civilian units.
I personally use raiders as civilians cuz they look like innocent businessmen |
Let's say I use raiders as the civilians. Can I prevent them from entering buildings of the enemy? I have allied them with the enemy's side so that the raiders cannot attack but the enemy still can. However, the raiders can still move past the enemy's units, even though the enemy isn't allied with them. |
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N@TE Chief Administrator Emeritus
Joined: 06 Dec 2009 Posts: 985 Location: Colorado
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Posted: Tue Dec 28, 2010 7:30 pm Post subject: Re: Units that cannot fire |
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dkrasnove wrote: | Let's say I use raiders as the civilians. Can I prevent them from entering buildings of the enemy? I have allied them with the enemy's side so that the raiders cannot attack but the enemy still can. However, the raiders can still move past the enemy's units, even though the enemy isn't allied with them. | "The Raiders can still move past the enemy's units" because they are allied with the enemy. There is no reason for the Raiders to be allied with the enemy so that the Raiders cannot attack the enemy. Remember that the whole point of choosing Raiders as the civilian units is so they don't attack the enemy without needing an alliance. Raiders don't have guns and they cannot shoot the enemy, therefore they don't have to be allied with them. _________________ Warfare Incorporated Former Head of Administration || Steam username: WINate |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue Dec 28, 2010 11:03 pm Post subject: |
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Raiders can capture enemy structures (which is what we want to prevent on his hostage map). That poses a problem _________________ It's the essence of combat; kill, or be killed.
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dkrasnove Very Active User
Joined: 25 Dec 2010 Posts: 188 Location: United States
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Posted: Wed Dec 29, 2010 8:28 am Post subject: |
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trineroks wrote: | Raiders can capture enemy structures (which is what we want to prevent on his hostage map). That poses a problem |
Yes, exactly. I think I'll just prevent the raiders from getting too close to an enemy structure by creating a restricted area. Chances are they would be killed anyway if they tried to get into the enemy base. |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Fri Dec 31, 2010 4:27 pm Post subject: |
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seeing as they would be killed if they enter the enemy base then you could have the intruding units re spawn elsewhere when they are killed.
or perhaps you could prevent units from attacking by making one side an ally of another while a certain sides units were in an area.
bullpups in my opinion would be the best choice, but if you want to use dominions and prevent unpacking you could design the map in thatches using terrain such as walls where you don't want the dominion to be able to transform but still be able to move. _________________ You've just been |
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