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Scenario Design
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Age of Empires III Heaven » Forums » Scenario Design » Make units don't attack
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Topic Subject:Make units don't attack
Zungen
Skirmisher
posted 10-21-20 04:32 PM EDT (US)         
So, I'm trying to create an scenario where the villagers of player 2 change ownership after some condition.

I know that I can make villagers unattackable if I make them invulnerable. However, how can I make so they don't attack you?
AuthorReplies:
onfiregun17
Skirmisher
posted 11-24-20 05:32 PM EDT (US)     1 / 6       
A bit late here, but I believe the best way to accomplish this would be to use the effect "Diplomacy" and choose either "ally", "enemy", or "neutral" depending on your situation.
ThanatosHusky
Skirmisher
posted 11-25-20 05:41 PM EDT (US)     2 / 6       
If the scenario only has two players you could always just assign or reduce their attack to 0 so it works more like how the japanese do regarding huntables.
Zungen
Skirmisher
posted 12-07-20 07:04 PM EDT (US)     3 / 6       
A late reply, sorry.
Say, Thanatos, I want to change the attack to zero, how would I do it?
It says here that the only way to modify the attack of a unit is using Cards
http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,35743,0,all

I also searched pftq's Advanced Triggers and didn't find a trigger to change attack. Or maybe I'm just losing my brain.


Edit: I ask because I seem to have issues with Modify Protounit, as in, I modify all attacks with a -10.0 delta but the units still do damage when they attack

[This message has been edited by Zungen (edited 12-07-2020 @ 08:12 PM).]

ThanatosHusky
Skirmisher
posted 12-15-20 04:49 PM EDT (US)     4 / 6       
No worries, I apologise for my lateness in getting back to you I am not certain I thought that it should mechanically work the same way if you reduce the attack via the trigger you mentioned to achieve the similar effect that happens with japanese villagers. Only other idea I have is adding a tech in the techtree but that would prevent it from being used in multiplayer which would only be resolved by all parties having the same techtree file. You would then need to set the tech to active for the specific player in the triggers. If I find out anything else then I will come back to you. Also check out this link it might be helpful: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,21158,0,20


Maybe ask in there as well to see if they can come up with anything.

[This message has been edited by ThanatosHusky (edited 12-15-2020 @ 04:52 PM).]

Zungen
Skirmisher
posted 12-17-20 05:53 PM EDT (US)     5 / 6       
It seems it has to do with this
http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=12&tn=35671&st=7#post8
I guess when I have time I should take a look at pufield


Edit: this seems interesting regarding making units not attack
https://mythicfreak.github.io/aomcodereference/aom/scripting/xs/ai/UnitAITypes.html
I guess I could take a look at how triggers work and do one by myself and test.

It seems, however, that there's nothing in that page that reduces the attack or ROF or whatever of a unit.

[This message has been edited by Zungen (edited 12-18-2020 @ 05:10 PM).]

ThanatosHusky
Skirmisher
posted 12-22-20 04:33 PM EDT (US)     6 / 6       
Hey sorry I couldn't be more help with this but I hope I gave you some help and wish you good luck on figuring it out. It seems like you have a better idea of what you need to do now at least .
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