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Old 09-03-2008, 06:40 AM   #1 (permalink)
Sharpestx
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Anyone know what is all the Al script in the action? there is so many thing that I cannot understand like what Broodwar protoss 1 - town A lol what is whole Al script about i only understand the turn on share vision part only.

Then the other thing is I want to upgrade unit ability using trigger and I can't find 1 that can do it so is that possible? because I want to upgrade the speed of the unit but i do not want to do it in the upgrade setting as I also want the slow part of the unit as in from slow to fast. So is that possible?

And is there any hack protection thingy?

Last edited by Sharpestx : 09-03-2008 at 11:52 AM.
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Old 09-03-2008, 02:19 PM   #2 (permalink)
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You can't change a units speed through triggers. The only units who can increase speed are Zealots, Zerglings, Hyrdralisk, Overlords, and Shuttles. Once they have been upgraded you cannot reset the upgrade.

The difference between the AL Scripts is SKill Level of the computer. You would have to test them out to see the difference.

As for hack protections, You can turn a queen into a doodad, causeing anyone who looks at it to crash. Or if you have to mine minerals, you can turn minerals into gas and if any players accumlates 499 minerals end scenario ( for zerg mineral hacks )
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Old 09-03-2008, 03:25 PM   #3 (permalink)
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You forgot Observers :P
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Old 09-03-2008, 03:29 PM   #4 (permalink)
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You forgot Observers :P

Touche :P oh and yes Scouts and Vultures ><
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Old 09-03-2008, 03:38 PM   #5 (permalink)
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Originally Posted by Mojo9o View Post
You can't change a units speed through triggers. The only units who can increase speed are Zealots, Zerglings, Hyrdralisk, Overlords, and Shuttles. Once they have been upgraded you cannot reset the upgrade.

The difference between the AL Scripts is SKill Level of the computer. You would have to test them out to see the difference.

As for hack protections, You can turn a queen into a doodad, causeing anyone who looks at it to crash. Or if you have to mine minerals, you can turn minerals into gas and if any players accumlates 499 minerals end scenario ( for zerg mineral hacks )
Do you mean if hacker see a queen in dooddad state their game will crash? And if yes is is for all kind of hacker even map hacker?
As for the mineral hack do you mean we set the trigger to turn all mineral into gas and if player accumulate 499 mineral they will automatic loss the game?

But anyway what I am afraid of is the nuclear anywhere hack because I am making a nuclear game. It is an individual game so if there are people who have this hack and nuke it at other people lane and kill unit that should be kill by the other person, then the next few switch for that other person will not be able to continue.

Ok what I want to do is to set the condition to operate the switch.
It is an individual game not team game so the 7 player have different switch name.
ok for player 1 first switch let name it as 1(1) second switch as 1(2) and for player 2 the first switch is 2(1) second switch is 2(2) so on and so fore. player 8 is the computer who will be attack by player 1 to 7. player 8 unit will be coming out in 7 different lane and that 7 differnt lane each belong to 1 of the player.
so we name the 7 starting point as start 1, 2, 3, 4, 5, 6, 7.
My first swich have no proplem but the problem came from the second switch onward. I set the trigger like that for player 1 lane:
player: Player 8
Condition: switch 1(1) is set; current player bring exactly 0 "X" to location 1 (location 1 is a very big area that player 8 will move from start till end)
action: set switch 1(2)

then

player: Player 8
Condition: switch 1(2) is set; current player bring exactly 0 "Y" to location 1
action: set switch 1(3)
and so on...
however, the problem is that the unit cannot come out fast enough.
I say that current player bring exactly 0 unit to location 1 I mean that player have killed all the player 8 unit in location 1 so it is equal to player 8 bring 0 unit to location 1 but when the switch 1(2) has just been set, the game cannot produce the unit fast enough so before player 8 unit can come out to fill location 1, that condition "current player bring exactly 0 "unit" to location 1 " have already been met because it really bring 0 unit to location 1. so switch 1(2) is set and location 1 have 0 player 8 unit --> go on to set the other switch.

I know what I type is abit long and hope you can understand.

Last edited by Sharpestx : 09-03-2008 at 03:58 PM.
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Old 09-03-2008, 04:08 PM   #6 (permalink)
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Once the nuke sprite is written on the screen the point of impact cannot be changed. (Unless through further hacking of course)
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Old 09-03-2008, 04:15 PM   #7 (permalink)
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Once the nuke sprite is written on the screen the point of impact cannot be changed. (Unless through further hacking of course)
lol I dont understand which question are you answering nuke anywhere hack?
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Old 09-03-2008, 04:21 PM   #8 (permalink)
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lol I dont understand what your saying are you talking about said post thats answering your question about the nuke hack and you clearly did not read the web page of proper punctuation of the english language

Yes, I am talking about the nuke anywhere hack.
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Old 09-03-2008, 04:43 PM   #9 (permalink)
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even if your are answering my question I serious don't understand maybe your english is too profound or maybe my english is too weak.
I am saying I am afraid that people will use nuclear anywhere hack and i dont know why you tell me about the impact of nuke hackl lol..
nvm I think if you can u better answer my trigger question how should I set my trigger.
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Old 09-03-2008, 05:05 PM   #10 (permalink)
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They can change the location of the nuke, but not the location of the impact if it's already set. It can only be changed before the nuke sprite is made.

So in short, use triggers to deploy the nukes, not the ghost.
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Old 09-03-2008, 05:19 PM   #11 (permalink)
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Quote:
Originally Posted by Sharpestx View Post
Anyone know what is all the Al script in the action? there is so many thing that I cannot understand like what Broodwar protoss 1 - town A lol what is whole Al script about i only understand the turn on share vision part only.

Then the other thing is I want to upgrade unit ability using trigger and I can't find 1 that can do it so is that possible? because I want to upgrade the speed of the unit but i do not want to do it in the upgrade setting as I also want the slow part of the unit as in from slow to fast. So is that possible?

And is there any hack protection thingy?
The extra AI Scripts you see listed there are made specifically for the Campaigns in one player mode.

Upgrading unit abilities using triggers is no longer possible thanks to the new protections on EUD triggers. Back when this was possible, EUD triggers could write to SC's memory as well as read from it, now they can only read memory.

Hopefully that answers your question, as well as quell the massive amounts of fail everyone was projecting from their anus.
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Old 09-03-2008, 05:45 PM   #12 (permalink)
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Originally Posted by HARD_ON View Post
They can change the location of the nuke, but not the location of the impact if it's already set. It can only be changed before the nuke sprite is made.

So in short, use triggers to deploy the nukes, not the ghost.
are you saying set a trigger that remove all nuclear missle in the other people base?

Last edited by Sharpestx : 09-03-2008 at 05:56 PM.
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Old 09-09-2008, 01:24 AM   #13 (permalink)
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Quote:
Originally Posted by Sharpestx View Post
Does anybody know what the extra AI scripts do? There are so many I don't understand; for instance, what is Broodwar Protoss 1 - town A? The only one I understand is "turn on shared vision."

The other thing I want to know is how to upgrade unit abilities using triggers. I can't find how to do this anywhere; I want to make a unit's speed faster at a certain point in the map. Is this possible?

Also, I'd like to know if there are any anti-hacks available (for maps, presumably).
Fixed for grammar.

As for your first question, the regular AI scripts (not AL, you idiots) are pretty self-explanatory. Area town scripts are place in areas where computers will simply mine gas and minerals, not contribute to their military. Most of the other ones are just for setting the difficulty of a computer in a given location. However, the extra triggers are specifically for campaign mode; they're designed for maps with certain buildings and techonologies already researched.

To your second question, you might be able to do something with hyper triggers; I don't know. Ask someone else.

For your third, the most common way anti-hacks are done in maps is by putting a building or unit in a location that normally people won't be able to look at unless they're using maphack, and then changing the doodad state of the unit (something that isn't supposed to happen except with doodads, thus crashing the game).
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Old 09-09-2008, 08:59 AM   #14 (permalink)
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and for nukes its been a while but I'm sure you can do one of two things
either make a location with only the high box clicked and make it remove nukes for anyone but that player or two
keep track of kills in each round and if a person goes over a set amount of kills end game
i.e. round 1 = 30 kills of enemy unit but player x has 31 kills of enemy unit end game

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Originally Posted by HARD_ON View Post
They can change the location of the nuke, but not the location of the impact if it's already set. It can only be changed before the nuke sprite is made.

So in short, use triggers to deploy the nukes, not the ghost.
there is a hack that lets you "relaunch" the nukes after initial launch :P
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Old 09-14-2008, 11:15 AM   #15 (permalink)
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Also another way to Stop the mineral hack i use it to ban them making drones. set the cost at 9999 mins and 9999 gas Same works for the structure one
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