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Staredit Network -> UMS Assistance -> Map Making Help
Report, edit, etc...Posted by EnGr3iz on 2005-03-01 at 03:09:46
1. Is it possible to change the energy usage of healing by medic? I've change it to 20 and it shows 20 energy usage in-game but the medic still heal unit with 1 energy.

2. I have a problem with spawning an item to player 1 when he kills a monster. It is a 6 players game. I try using the modify death counter but it effect on other players too. It keeps spawning the item. Any ideas how to improve my trigger?

My Trigger is

Players
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6

Condition
Current player kills at least 1 Squekz(monster name)

Action
Randomize "Switch 136"
Modify dearh counts for Player 8(where the monster belong):Set to 0 for Squekz
Preserve trigger.

----
Players
Player 1

Condition
Switch 136 is set

Action
Display for Current player: Obtained Shell.
Create 1 Shell at Location 207 for current player
Clear "Switch 136"
Preserve Trigger
Report, edit, etc...Posted by Rantent on 2005-03-01 at 03:19:54
You are not modifying the "kill" part of the trigger, you modified the "Death" part. The first player always has the kill, so it will repeat.
If you wanted it to work you could say

Trigger
Description:
Death Counts Your way
Players:
¤ Player 8
Conditions:
¤ Has death of squekz
Actions:
¤ Set switch 136


But there are better kill counters in the DLDB
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-01 at 03:44:30
Switches are global, When you set it it is set a switch all the players will respond to it. It doesn't matter who set it.

Also your condition for the first trigger. "Current player kills at least 1 Squekz(monster name)"
Once this condition is true, it will remain true for the rest of the game. You can't reset kills, once a killer allways a killer. So your trigger would fire again and again for that reason.

Ironicly the first thing i listed would be self corrected by your trigger order, as long as you put the triggers in the same order your listed them here. (assumeing you have a copy of it for each player)
Report, edit, etc...Posted by EnGr3iz on 2005-03-01 at 07:27:59
Rantent, I don't think that will work because it is a six player map. If player 1 kill squekz players 6 will also benefit. What I want is whoever player kills a squeakz he will get that item.

Oh... that switches thing. I should use a different switches with different players huh. The condition too. I can't put Players 8 suffer at least 1 death of Squekz either cause all other players will get that trigger. Im out of idea.

How bout my first quetion?
Report, edit, etc...Posted by terrenblade on 2005-03-01 at 09:59:27
To answer your first question, no. Atleast in my experance. this is one of the things I'd been hoping would be fixed in 1.12 so it is.

To help with the outher one, best way is a combonation of Score'kills' and deaths
I'm in a bit of a hurry, but it goes a bit like this.

killscore is atleast X

Badguys suffer death of atleast one unit Y

Do stuff
Subtract score X
Subtract one death of Y from Badguys

If your using score already, I suggest swiching it to use custom, and haveing the score:kills -> score:custom triggers also be the triggers that deal with item drops

which would involve adding a 'add X custom score' action to the above.
it does work, it's just a lot of hassle.
Oh, and makeshure theat Any player who Can kill a unit owned by 'badguys' has atleast the trigger to remove deaths and score else it's going to mess up a bit.

I'll be back in a few hours if you've got questions.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-03-01 at 10:55:14
Medic Healing cost can't be changed. I've set it to 2707 on purpose in some of my maps. tongue.gif
Report, edit, etc...Posted by EnGr3iz on 2005-03-02 at 01:03:10
After reading for 20 minutes( yeah my mind is slow ), I understand what your are tryng to say Terrenblade. The kill score and death works fine but I dun understand about the part where you we're trying to say score:kills -> score:custom confused.gif

You will gain kill score 50 by killing zerg if im not wrong but how do you gain custom score i still don't know.
Report, edit, etc...Posted by Nozomu on 2005-03-02 at 02:57:00
Custom score can only be modified by triggers.
Report, edit, etc...Posted by EnGr3iz on 2005-03-02 at 07:11:42
Ah... I get it now. Thanks for the help. Really appreciate it.
Report, edit, etc...Posted by Saox on 2005-03-04 at 01:50:08
I have the same problem with the medic healing nrj cost. Is there maybe an other way to have the same result of not-healing-too-much ? Maybe it's possible to to decresee medics energy points from 200-250 to for example 10?


---------------------------------------


I've solved the problem biggrin.gif .


Trigger
Description:
Decresing Medics Healing Ability
Players:
¤ Player 2
Conditions:
¤ Always
Actions:
¤ Modify energy points for all Terran Medics owned by Player 2 at anywhere set to 0%
¤ Preserve Trigger


Heh...I loved the paladins healing system in Warcraft II. 1hp cost 6 energy points, and that was fine.

But anyway...this one will make your medic heal a little bit slower. Good luck on making your map!

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