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Staredit Network -> UMS Assistance -> String of questions...
Report, edit, etc...Posted by Shadow on 2005-02-16 at 10:11:05
1. I want 1 mineral to show up after i kill one mineral chunk.
I set it up like so, and since the preserve trigger is in effect it just keeps adding more and more minerals.


Trigger
Description:
minerals
Players:
¤ P1-3
Conditions:
¤ kill,1,mineral chunk 1
Actions:
¤ add 1 mineral
¤ preservetrigger


I know that isn't the right way but for it to only work when i kill a unit.
for it to work should i just create 1 trigger for every mineral chunk i set down.

2. Good Mood/Nuetral Mood/Bad Mood

What i want to do is use switches to make a "mood system" that change the storyline, how would i set this up. if it doesn't make sense post or PM me and i will go into more detail.

3. Are there anyways I can save string space i am afraid i will run out before i finish my map.

4. Where can i go to convert midi's to wavs>
Report, edit, etc...Posted by 007Torrasque on 2005-02-16 at 10:18:05
1. You have to set deaths of the mineral chunk to zero, or it will keep adding a mineral after you kill 1 because it fullfils the Condition

2. What you want to do is have random Switches, for instance.. if player 1 brings a unit to a place to talk to a civillian, randomizes those switches. The Player can then say different things based on which switch is set.

3. First of all, organize your trigerr spaces like this:
l l l l l l l l l
Personailty
l l l l l l l l l

then dont comment anything under that, which helps you to decide what ortganizes to where.

4. I dont know.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-16 at 10:45:43
1. No it isn’t the right way, if it was it would work. Whenever you kill a unit you will always be considered to have killed that unit by the triggers. Another words your kills can’t go back to zero.

2. Use Randomization, check out the nice tutorial I wrote in the Tutorials section.

3. There are tons of ways, most of them are no brainiers. But for the most part, cut back on your trigger comments and avoid renaming your switches if at all possible. Don’t import wavs and delete them later.

4. There is a program that does this in the download database here.
Report, edit, etc...Posted by chuiu on 2005-02-16 at 11:26:31
1. You can do that for every kill, but make sure preserve trigger isn't on there or the player will continuously get that 1 ore.

2. I've seen people explain how they did it on the forums somewhere, use the search function and try to find it.

3. What Bolt said, plus you might find Starforge handy in using the same strings for multiple triggers.

4. Use winamp, read my sig for link to tutorial (text is in purple).
Report, edit, etc...Posted by M_s4 on 2005-02-18 at 10:55:23

null
Trigger
Players:
¤ (which ever player you are using it to)
Conditions:
¤ Current Player scores (mineral chunk worth) in points in kills
Actions:
¤ Set score to 0
¤ Add 1 Min
¤ Preserve Trigger


then use typer triggers
Report, edit, etc...Posted by Heimdal on 2005-02-18 at 11:32:18
First off, kiling mineral chunks doesn't contribute to your score. Secondly, the trigger would fire when you kill other units as well. The only real way to do this would be to condition on a certain player's deaths of mineral chunks, because you can set that back to 0. The only problem is then figuring out who killed the mineral chunk.
Report, edit, etc...Posted by chuiu on 2005-02-18 at 12:01:57
No, Heimdal, you can check for kills of mineral chunks which is what he was doing. Just do something like "Current player kills at least 1 mineral chunk (type 1) -- Modify resources for Current player: Add 1 minerals.". And do that for at least 2, 3, 4, etc. It's a lot of triggers but it's fast and easy to do.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-18 at 12:16:41
QUOTE(Heimdal @ Feb 18 2005, 10:32 AM)
First off, kiling mineral chunks doesn't contribute to your score.
[right][snapback]147956[/snapback][/right]


I belive he is correct on that. If not, how many kill score points is a mineral chunk worth?
Report, edit, etc...Posted by chuiu on 2005-02-18 at 12:37:56
Oh yes, you are right. I simply misread his post. You can check for kills but not kills score.
Report, edit, etc...Posted by sckor on 2005-02-20 at 02:29:34
there is a way~ ThermoKillCount
Disally yourself to the player that owns the mineral chunk

But that will require some locations and strings maybe.......
so... I hope you finder a simpler way.
Report, edit, etc...Posted by HeRtZ on 2005-02-20 at 03:14:39
or you can do this :

Command : p2 ( or whatever ) commands exactly 0 mineral chunk

Action :
Createunitsatlocation : create 1 mineral chunk for current player at "spawn chunk"
Preserve trigger :
Report, edit, etc...Posted by sckor on 2005-02-20 at 04:33:37
QUOTE(HeRtZ @ Feb 20 2005, 05:14 PM)
or you can do this :

Command : p2 ( or whatever ) commands exactly 0 mineral chunk

Action :
Createunitsatlocation : create 1 mineral chunk for current player at "spawn chunk"
Preserve trigger :
[right][snapback]149409[/snapback][/right]


The only bad thing about this is that you can't detect who killed it.


What you could do is make the resource chunks owned by a rescuable player

When a player commands one resource chunk, kill it and give minerals to the player.
Report, edit, etc...Posted by HeRtZ on 2005-02-20 at 04:35:20
just display a text for whoever killed it. thats simple isnt it???
Report, edit, etc...Posted by sckor on 2005-02-20 at 04:38:36
nonono. But how would you know which player killed the mineral chunk in the first place? The way that your trigger works is if the chunk owner has 0 minerals. But player 1, could have killed it. So could have player 2, 3, 4, etc... so you can't detect who killed it that way
Report, edit, etc...Posted by HeRtZ on 2005-02-20 at 04:44:26
just make a individual trigger for each player duh!
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-20 at 04:57:06
Hertz you should drop it before you get more confused than you already are. You havn't an idea about what your talking about.
Report, edit, etc...Posted by Blu on 2005-02-20 at 11:12:48
You shouldnt make it so it respawns the mineral chunk, as the mineral chunk can not be created, and must be preplaced.

Trigger
Players:
¤ All players (unless you want this to work for one player.)
Conditions:
¤ Switch 1 is set
¤ Current player kills 1 mineral chunk (type 1)
Actions:
¤ Set kills to 0 for current player.
¤ Add 1 mineral for current player.
¤ Display text "You gained one mineral!"
¤ Randomize Switch 1
¤ PreserveTrigger


Trigger
Players:
¤ All players (unless you want this to work for one player.)
Conditions:
¤ Switch 1 is clear
¤ Current player kills 1 mineral chunk (type 1)
Actions:
¤ Set kills to 0 for current player.
¤ Add 3 mineral for current player.
¤ Display text "You gained three minerals!"
¤ Randomize Switch 1
¤ PreserveTrigger


If you dont want the randomized 1 or 3 minerals, just take off anything that has to do with switches in the first trigger. Hope this helps. But, if you want it to give you 4 different values of minerals, copy the trigger, and make a new switch: Switch 2

Heres the switch combonations
S2: Clear S1: Set
S2: Set S1: Clear
S1: Set S2: Set
S1: Clear S2: Clear

PS: I think hertz is trying to spam for more posts -_-
Report, edit, etc...Posted by chuiu on 2005-02-20 at 17:25:36
I think blu is too since he is also giving bad advice.

Not only have the answers been taken care of before all the spam, but the thread starter hasn't even posted.

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