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Stopping a unit from replicating?
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SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Wed Jan 28, 2004 12:44 pm  Post subject: Stopping a unit from replicating?

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
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jan 28, 2004 3:55 pm  

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)
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Wed Jan 28, 2004 3:57 pm  

Wouldn't that make him "bounce"? :) And how do you relocate a unit that is on the map?

--SoLan
t3guy
Developing Poster
Joined: 10 Jan 2004
Posts: 20
 Post Posted: Wed Jan 28, 2004 5:36 pm  

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.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sun Feb 08, 2004 4:46 pm  Post subject: Anti Andy

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.