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Staredit Network -> UMS Assistance -> Defence Map Reward Counter
Report, edit, etc...Posted by Rayne on 2004-02-01 at 13:42:25
Well basically my friend is making a circle defence map and i've been helping him with the triggers. As far as i know this trigger is impossible but i figured id ask everyone here if they have an idea of how to get it to work. This is what he wants done... He wants so that each kill you get it gives you 1 gas, when you accumulate 10 gas you get 1 civilian and is subtracts 10 gas from you. And he wants it as a continues loop. Now either I'm blind and don't know were to look or it just is impossible. Because to use Kill Score when you make a kill it gives you the score of the unit not a kill (zergling = 50) so your getting A lot more then what you have intended. This basically reduces him to using the old fashion way of creating a trigger for gain 1 hero at 10 kills, gain 1 hero at 20 kills and so on. Does anyone here know of how to get this trigger to work?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-01 at 16:00:13
Players: Bleh
Conditions: Current Players kills score is at least 1
Actions: Set Resources for Current Player: add 1 Gas
-Modify Kills Score for Current Player: Set to 0

Crappy, used in older defense maps. Would probably be really good with a Zero Wait (Hyper Trigger)

Players: Bleh
Conditions: Current Player accumulates at least 10 Gas
Actions: Set Resources for Current Player: Subtract 10 Gas
-Create 1 Civ at Location for Current Player

Or, just do the Current Player kills 10 Create 1 Civ, 20 kills, etc... it isn't hard, just tedious. Basically just copy and change the number and go as high you need to.

Or, use SCTrigger and have it generate triggers to add 1 Gas for every 10 kills up to however many you need, then get a trigger that converts 1 gas into a Civ... semi-automation.

I would reccomend the first method, it's fine so long as you use Zero Waits.
Report, edit, etc...Posted by Rayne on 2004-02-01 at 16:14:57
Yea i never said it was hard... its just annoying to fill in all those triggers for the exact same thing. I've tried that method were you set kill score to 0 after a kill so it cancels out the fact killing a zergling gives 50 instead of 1, but what happens is it doesn't do it fast enough since your killing say 20 enemies at once you get 20 kills but only get gas for 1.

But he has already decided to be a man and do triggers for up to 1000 kills for spawning civilians, i just wanted to see if there was another way. So Thanks.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-01 at 16:29:39
That's why I said that method is crap without Zero Waits. You'll get your gas for each kill if you have it on because the trigger can fire almost constantly.
Report, edit, etc...Posted by Rayne on 2004-02-01 at 16:56:59
Hmm thats pretty odd because i didnt use any waits when editing his map but yet it was still slow so i didnt get the proper amount of gas for kills.
Report, edit, etc...Posted by chuiu on 2004-02-01 at 17:15:04
To those who don't know what a 0 wait set looks like:

Conditions
Always
Actions:
Comment '0 wait'.
Preserve Trigger.
Wait '0' miliseconds.
Wait '0' miliseconds.
Wait '0' miliseconds.
Wait '0' miliseconds.
... copy that untill you can't.
Wait '0' miliseconds.
Wait '0' miliseconds.
Wait '0' miliseconds.
End of trigger.

Then after that you want to copy that trigger as a whole at least 3 times.

If you need waits in your map, replace the wait action with a "set deaths to" action. Which looks like:

Conditions:
Whatever they may be.
Actions:
Create 10 Marines at location 'Spawn here'.
Set deaths for 'unitOfYourChoice' to 49.
Preserve Trigger.

And another trigger:

Conditions:
Current player has suffered at least 1 deaths of 'unitOfYourChoice'.
Actions:
Set deaths for current player for 'unitOfYourChoice' subtract 1.
Preserve Trigger.

With those two triggers combined then 10 Marines will spawn roughly every 7 seconds.
Report, edit, etc...Posted by EzDay281 on 2004-02-01 at 17:51:48
How does hyper trigger work, anyway?
Report, edit, etc...Posted by SpaceBoy2000 on 2004-02-01 at 18:29:22
Okay, to make a long story short, go to this page: http://campaigncreations.org/starcraft/sta...killmoney.shtml

That'll answer your questions.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-01 at 18:43:22
That's based on score, not kill number. That doesn't answer any questions.
Report, edit, etc...Posted by Rayne on 2004-02-01 at 18:50:28
Ahhh Chu ive never tried that, im going to have to apply those triggers to a map and see how they work. Thank you sir
Report, edit, etc...Posted by (U)Bolt_Head on 2004-02-01 at 20:40:23
Unknown_Being: I’m going to try to explain a hyper trigger the best I can without leaving too much information out. I have spent hours studying the effects of waits and this what i have found about hyper triggers.

Hyper triggers work by taking an advantage of the programming aspect of trigger order. As most of you should know triggers are fired one after the next in top to bottom order. When a wait is in a trigger action this delays the rest of the trigger until the wait is complete. Because Blizzard didn’t want to pause all the triggers every time a wait is ran (good choice), they did this instead. Every time a wait is activated, the current trigger is put on hold and the triggers following the trigger with the wait will fire. When the trigger firing sequence it gets to the end of the list the trigger list it will start at the top again. Thus a single wait will cause your triggers to fire one extra time.

Now lets say we take one trigger for an example and fill it up with waits. Once the trigger begins to fire every wait will cause the triggers to do a extra loop until it reaches the end of the trigger.

Although this is what were trying to get at a single trigger with 60 plus wait 0 actions will last for about a second if that. This is where multiple triggers is required. If you have just two triggers filled with wait 0 actions, then the following would happen. First the first trigger would fire. After the first wait is ran and the loop starts the second triggers conditions are also true so it will be activated to fire. Since only one wait can be ran at a time (per player) the second triggers wait 0 is ignored until there are no other waits being ran. Since the first trigger has the wait priority, when it returns to the second wait action in the first trigger it will activate again causing another loop leaving the second trigger still waiting for the first. This will continue until the first trigger has fired all its waits. After the first trigger is done the second trigger finally has its chance to shine. It runs its first wait and starts a loop but when it gets back to the first trigger it starts to fire again, and takes the wait priority from the second trigger yet again. This pattern will continue for every wait in the second trigger. So if the two triggers have 62 waits each the triggers fire a extra 3844 times before the actual trigger round ends. But if you simply add one more the amount of trigger loops grows exponentially. Thus a set of hyper triggers that feature 8 triggers with 62 waits each will cause the triggers to fire more than 218 trillion times before the round ends and you get your standard 2 second wait. Needless to say that is enough to last whole game, and you have your self one good hyper trigger.

There after a long search I found my reply at blizzforums that related to this subject. http://www.blizzforums.com/showthread.php?...7182#post677182 don't know if that helps anymore or not.
Report, edit, etc...Posted by SpaceBoy2000 on 2004-02-01 at 21:08:28
QUOTE(Mini Moose 2707 @ Feb 1 2004, 06:43 PM)
That's based on score, not kill number. That doesn't answer any questions.

That answers the question that was posed in the first post. That show you how to convert individual kills to minerals, without the problem of a person having more than two kills.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-01 at 21:44:36
Yes, but this is a defense map. Unless you're defending against the same unit the entire game, then you're going to get different amounts of minerals based off what you kill.
Report, edit, etc...Posted by Rayne on 2004-02-02 at 21:59:07
Thats exactly what im saying, but ive never actually used a hyper trigger so ive never experienced what it actually does to the map and its trigger base.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-02-02 at 23:11:10
Well, do you want this to be a global kill counter?

Because another way you can do it:

If "computer" suffers death of at least 1 units
then give something to players.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-02-08 at 05:17:11
Please note hyper trigger will #### up a lot of your other triggers.

A map basically has to be made to revolve around hyper triggers for them to work properly.

It'll #### up all text strings and any waits in your map.
Report, edit, etc...Posted by Rayne on 2004-02-08 at 09:06:38
So basically use the Hyper trigger if your map revolves around things happening instantly and the trigger itself then...?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-02-08 at 19:30:05
QUOTE
Well basically my friend is making a circle defence map and i've been helping him with the triggers. As far as i know this trigger is impossible but i figured id ask everyone here if they have an idea of how to get it to work. This is what he wants done... He wants so that each kill you get it gives you 1 gas, when you accumulate 10 gas you get 1 civilian and is subtracts 10 gas from you. And he wants it as a continues loop. Now either I'm blind and don't know were to look or it just is impossible. Because to use Kill Score when you make a kill it gives you the score of the unit not a kill (zergling = 50) so your getting A lot more then what you have intended. This basically reduces him to using the old fashion way of creating a trigger for gain 1 hero at 10 kills, gain 1 hero at 20 kills and so on. Does anyone here know of how to get this trigger to work?


make a kills score counter and a hyper-trigger(always wait0 wait0 wait0 ect.)
kills score=1; add one gas/remove 1 kills score
preserve trigger.

I swear, some of you people need mental help.

~Timothy "Banging his head on the table Oaf" Johnston
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-08 at 20:02:56
That's based on kill points. With that trigger I'll kill a Hydra for 350 points and end up with 350 resources. You cannot subtract indivual kills.
Report, edit, etc...Posted by Rayne on 2004-02-09 at 09:51:05
Thats what i was saying... thats why my original approach never worked and i classed it as an impossiable trigger...
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