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SoLan Very Active User
Joined: 13 Jan 2004 Posts: 183
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Posted: Wed Jan 28, 2004 12:44 pm Post subject: Stopping a unit from replicating? |
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I have set up a Replicator in a level that also has Andy, and it is proving a problem. One of my testers discovered that he could completely storm the level by replicating Andy and making an army of Andys.
Is there a way to stop the Andy from replicating, or will I have to remove him from the level?
--SoLan |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Wed Jan 28, 2004 3:55 pm Post subject: |
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Try putting a location at the back of the replicator where they go in, and if Andy goes into that location, move him somewhere else, like a few squares up.
(Location=Area, im used to sc terms) _________________ [WI Moderator]
http://verdagon.net/ |
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SoLan Very Active User
Joined: 13 Jan 2004 Posts: 183
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Posted: Wed Jan 28, 2004 3:57 pm Post subject: |
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Wouldn't that make him "bounce"? And how do you relocate a unit that is on the map?
--SoLan |
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t3guy Developing Poster
Joined: 10 Jan 2004 Posts: 20
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Posted: Wed Jan 28, 2004 5:36 pm Post subject: |
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I am going to try the bounce suggestion, but in my mission I have a warning to not replicate Andy. If the player does the mission ends. I have a trigger that says If side X has exactly 2 Andy mission end failed. Something like that. |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Sun Feb 08, 2004 4:46 pm Post subject: Anti Andy |
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Another way to stop a unit from replicating is something like this:
This example is for one activation pad, with an area called "Plate", and the unit is Andy.
Create an area around the replicator called "Replicator".
CONDITION:
Comment: Turn On replicator
Switch "Rep Active" is OFF
Area "Plate" contains At Least 1 Any Unit owned by Side 1
Area "Replicator" contains Exactly 0 Andy owned by Side 1
ACTION:
Turn Side 1 Replicator ON
Set "Rep Active" ON
Preserve Trigger
CONDITION:
Comment: Turn Off replicator Normally
Switch "Rep Active" is ON
Area "Plate" contains Exactly 0 Any Unit owned by Side 1
ACTION:
Turn Side 1 Replicator Off
"Set "Rep Active" OFF
Preserve Trigger
CONDITION:
Comment: Turn Off replicator because Andy is around
Switch "Rep Active" is ON
Area "Replicator" contains At Least 1 Andy owned by Side 1
ACTION:
Turn Side 1 Replicator Off
"Set "Rep Active" OFF
Preserve Trigger
BTW, the Rep Active switch is a toggle that keeps the the logic from looping through once something is set. Helps the program speed.
No Bounce. You could also limit the amount of units replicated in a similar fashion. Use the Condition "side x owns X of X units". If the limit exceeds what you set, the replicator is turned off if any of those units enter it. _________________ Why negotiate when you can just blow things up?
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