Staredit Network

Staredit Network -> UMS Assistance -> Double Kills, Triple kills..
Report, edit, etc...Posted by SA_Max71 on 2004-12-30 at 11:19:53
I think I could do this through the use of kills/points a player has, but I would hit the string limit very quickly. But then, I would become impaitient and board real quickly, and would abondon making those 500 triggers (or more sad.gif)
Report, edit, etc...Posted by AqoTrooper on 2004-12-30 at 11:22:12
QUOTE((U)Bolt_Head @ Dec 30 2004, 06:36 PM)
Its because it works of of death counts not kills.  When your detecting if a player dies you don't know who killed it.
[right][snapback]116691[/snapback][/right]

but if you're constantly setting kills score to 0 you can check who has more that 0 at kills at the same time someone has more than 0 in deaths, and assume he've killed him...
and that'll require only [number of players] * [number of player] triggers. max 64, not that many.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-30 at 11:41:14
QUOTE(AqoTrooper @ Dec 30 2004, 10:22 AM)
but if you're constantly setting kills score to 0 you can check who has more that 0 at kills at the same time someone has more than 0 in deaths, and assume he've killed him...
and that'll require only [number of players] * [number of player] triggers. max 64, not that many.
[right][snapback]116717[/snapback][/right]


I suppose thats true, just hope they dont start killing units at the same time.

Edit: Mmm well i guess if they kill them at the same time then there would be a extra death. And if you use subtract for the deaths and set for the kill score then it would be able to note that the second player still had a score when the comp still had deaths.

Then to deal with spash damage and such you would just have to set the deaths to 0 if no one had anything for the kill score.
Next Page (2)