Staredit Network

Staredit Network -> UMS Assistance -> civs for kills
Report, edit, etc...Posted by KingOfIkana on 2005-03-28 at 20:34:19
what triggers do i need to use to make it so that for every 5 kills i can create a civilian at a location? Thanks for the help forgot to mention i got it to wor but i would only work once
Report, edit, etc...Posted by LegacyWeapon on 2005-03-28 at 20:36:47
Using one of these methods:
http://www.staredit.net/index.php?tutorial=81

Add to some type of counter (custom score, minerals, vespene gas, death counters) every kill and then at 5 kills, reset the counter and create a civilian.
Report, edit, etc...Posted by KingOfIkana on 2005-03-28 at 22:39:11
Thanks ill go see if it works biggrin.gif


ADDITION:
For some reson it didnt work im useing staredit and this is the trigger im useing
conditions: current player kill score is 5

Actions:create one civ at location for current player
modify kills for current player minus 5


im not sure what im doing wrong and im not sure if i did the score right this is the trigger

Conditions:always

Actions:show leader boeard for player closest to 0 kills

Report, edit, etc...Posted by LegacyWeapon on 2005-03-28 at 22:42:26
The tutorial is referring to Kill SCORE.

Also, kill SCORE does not increase by one each time a unit is killed. You will need an additional counter for the 5 kills => 1 civ.

Cond:
Current player's kill score is at least 1.
Actions:
Set current player's kill score to 0.
Add 1 to counter

Cond:
Current player's counter is at least 5
Actions:
Subtract 5 from counter
Create 1 civilian for current player.
Report, edit, etc...Posted by Fiend on 2005-03-29 at 10:42:54
QUOTE(KingOfIkana @ Mar 28 2005, 07:34 PM)
what triggers do i need to use to make it so that for every 5 kills i can create a civilian at a location? Thanks for the help forgot to mention i got it to wor but i would only work once
[right][snapback]174952[/snapback][/right]


SCTrigger - Creates triggers that you can import into your map that give points and resources for certain amounts of kills.

This will just generate allot of triggers, it will make your map file size bigger... I would do what LegacyWeapon said, this will make your map file size smaller with less triggers.
Report, edit, etc...Posted by KingOfIkana on 2005-03-30 at 00:09:28
ok i tried the trigger legacy wepon suggested and now i will get 2 civilans and then the trigger stops working.
Report, edit, etc...Posted by concienne on 2005-03-30 at 13:20:05
QUOTE(KingOfIkana @ Mar 28 2005, 07:34 PM)
what triggers do i need to use to make it so that for every 5 kills i can create a civilian at a location? Thanks for the help forgot to mention i got it to wor but i would only work once
[right][snapback]174952[/snapback][/right]


QUOTE(KingOfIkana @ Mar 29 2005, 11:09 PM)
ok i tried the trigger legacy wepon suggested and now i will get 2 civilans and then the trigger stops working.
[right][snapback]175943[/snapback][/right]

There are many ways to achieve your goal, but the way I did it was this:
NOTE: this method incorporates leaderboard

Trigger
Description:
kills to vespene (as a counter gauge) > vespene to civillian >show total in leaderboard
Players:
¤ player(s) you wish to create civillians for
Conditions:
¤ Current player's Kill-Score is atleast 1
Actions:
¤ Modify score for Current Player: Set to '0' Kills
¤ Modify Death counts for Current Player: Add '1' for "A unit not used in game"
¤ Preserve Trigger


And also


null
Trigger
Players:
¤ player(s) you wish to create civillians for
Conditions:
¤ Current Player has suffered atleast '1' Deaths of "the unit you used in previous trigger"
Actions:
¤ Modify Death counts for Current Player: Set to '0' for "Unit you chose to use in previous trigger"
¤ Modify score for Current Player: Add '1' Custom
¤ Modify resources for Current Player: Add '1' vespene
¤ Preserve Trigger


And then for each player i made this trigger separate, because i had a specific location that i wanted the civillians to spawn for each player.


Trigger
Description:
Number of Vespene (kills) = 1 Civillian
Conditions:
¤ Current Player Accumulates at least "number of kills you want to equal a civillian" vespene
Actions:
¤ Create '1' civillian at 'location' for Current Player
¤ Modify resources for Current Player: Subtract "same number you chose" vespene
¤ Preserve trigger


I used vespene so that each person can gauge how many kills they have towards a new civillian, seeing as this is always displayed anyway.

Then all you have to do to display the total information to everyone is


Trigger
Description:
leaderboard
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Show Leaderboard for Most Custom. Display "your label (ie. Most Kills)"
¤ Disable use of computer players in leaderboard calculations
¤ Preserve Trigger


I admit this method is not entirely accurate when you kill mass units really fast, (like you kill 10 units at one time with a corsair, and you only get one kill counted).
I suppose using a Hyper Trigger would be faster and more accurate, but i've never dealt with Hypers, so i don't know how to do it. I also tried tweaking this method here and there, but this is exactly what i found to give me the BEST results.

Here is a map i recently finished that i like alot that i used these exact triggers in..
ENJOY!
Report, edit, etc...Posted by chuiu on 2005-03-30 at 13:26:55
Dude, he wasn't asking for help with that. Wth?

KingofIkana, what do you mean by "stops working". I'm sure you preserved the trigger because you would have to to get at least 2 civilians. Can you post the map for us to see?
Report, edit, etc...Posted by slayer766 on 2005-03-30 at 14:03:33
For you to recieve 1 civ for every 5 kills just simply do this (this is what i use)

You will need two seperate locations for this to work.
Ex. Location Where Spider Mines will go
Location Where Civilians will go


Trigger
Description:
Civs For Kills Trigger
Conditions:
¤ For Every Human Player Set This To
¤ Current Players Kill Score Is At Least 1
Actions:
¤ Create 1 (Ex.) 'Vulture Spider Mine' at Location 'Wherever You Want It' For Current Player
¤ Modify Score For Current Player Set To 0 Kills
¤ Preserve Trigger



Now The Second Part Of This


Trigger
Description:
Civs For Kills Trigger 2
Conditions:
¤ For Every Human Player Set This To
¤ Current Player Commands At Least 5 'Vulture Spider Mine'
Actions:
¤ Remove 5 'Vulture Spider Mine' for Current Player At Location 'Wherever you set the location for in the first trigger'
¤ Create 1 'Civilian' at Location 'Wherever you want civs to be created'
¤ Preserve Trigger



There that should work just fine, there are other ways of doing Civ For Kills also. Good Luck. biggrin.gif
Report, edit, etc...Posted by concienne on 2005-03-30 at 14:31:17
Creating a Spider mine, or any other unit on the map is un-neccasary, and clutters up the map. Not that your trigger doesnt function properly, but i really prefer my method, whether it has 2 more triggers or not, because its cleaner, and allows you to always see 2 things: how many kills you accumulate towards a new civillian, and the total kills counted with everyones grand total...
Not tryin to knock you tho, slayer.. cool1.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-03-30 at 14:43:58
Not tryin to knock you concienne but why the hell are there 2 seperate triggers that convert the kills to vespene gas and leaderboard... Why is there a deathcounter involved?

As Chu suggested, please post your map.
Report, edit, etc...Posted by concienne on 2005-03-30 at 15:02:26
QUOTE(LegacyWeapon @ Mar 30 2005, 01:43 PM)
Not tryin to knock you concienne but why the hell are there 2 seperate triggers that convert the kills to vespene gas and leaderboard... Why is there a deathcounter involved?

As Chu suggested, please post your map.
[right][snapback]176242[/snapback][/right]

Im not sure what it is that you are unclear about legacy weapon, but i think you are refering to one counts vespene, and one counts leaderboard...
As I said, vespene tells you when you will get your next civillian, and the other keeps track of the total kills, to be displyed in the leaderboard...
Report, edit, etc...Posted by KingOfIkana on 2005-03-30 at 15:08:54
I tried out your vulture mine method slayer and it worked.The mines didnt appear all the time but i got the same result. Ill try out your method to concienne and see how that one works out so thanks biggrin.gif
Report, edit, etc...Posted by Ultimo on 2005-03-30 at 16:07:16

Trigger
Description:
Kills >
Players:
¤ Human Players
Conditions:
¤ Current Players Kills Score is at least 1
Actions:
¤ Modify death counts for Current Player: Add 1 for XXX( Anything that doesn't suffer deaths for human players )
¤ Modify Score for Current Player: Set to 0 kills



Trigger
Description:
Civilian Creater
Players:
¤ Human Players
Conditions:
¤ Current Player has suffered at least 5 deaths of XXX( the same one you used above )
Actions:
¤ Modify death counts for Current Player: Set to 0 for XXX
¤ Create one Civilain at 'location'


That should work. This isn't with the gas 'value' to see how many kills and the leaderboard incoperated though.
Report, edit, etc...Posted by slayer766 on 2005-03-30 at 16:07:38
Well king the killing is going to fast for regular speed triggers to keep up with the kills, so i suggest that you add hypers if you wanted them that will make the mines appear like they are supposed to. Not that it really matters because the regular speed triggers will count for the kills from the mines, but just slower than the hypers. smile.gif
Report, edit, etc...Posted by chuiu on 2005-03-30 at 16:09:38
What the hell is with posting all these different triggers? Legacy posted the ONLY set that should ever be needed. With the exception of preserve trigger and hyper triggers.
Report, edit, etc...Posted by Ultimo on 2005-03-30 at 16:11:08
Oh, I didn't see his >_< His is the exact same on as mine though. =/
Except I use the exact trigger terms in Xtra.
Report, edit, etc...Posted by concienne on 2005-03-30 at 16:22:30
QUOTE(chuiu_os @ Mar 30 2005, 03:09 PM)
What the hell is with posting all these different triggers?  Legacy posted the ONLY set that should ever be needed.  With the exception of preserve trigger and hyper triggers.
[right][snapback]176273[/snapback][/right]


If it makes you feel good to think that, Go right ahead and think that!!! crazy.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-03-30 at 16:24:30
Well if it isn't the only things needed other than hypers and preserves then please enlighten us!
Report, edit, etc...Posted by concienne on 2005-03-30 at 16:41:14
I suppose it's not the fact of what's needed, but merely, these posts are ALL ways of doing the same thing, just differently. Everyone has their own idea, and we all here are telling our specific way of doing it.. Just trying to help out, so that maybe he can take these ideas and put them to use, or teach him to think outside the box.

I was more responding to the idea that just because legacy stated a simplistic way of making this trigger, doesnt mean that is the ONLY trigger everyone should use from now on, and we all should just stop posting... Its a public forum, with many more people reading it, than just the posters, and also may enlighten someone else someday down the road, as to different techniques!
Report, edit, etc...Posted by Felagund on 2005-03-30 at 16:59:15
Shouldn't it be set the counter to 0? You had subtract, not set.
Report, edit, etc...Posted by concienne on 2005-03-30 at 17:12:51
aE-Felagund, im not sure whos triggers, or which one, but i didn't see any that required 'set to' rather than 'subtract'.. Specify which one please..
Report, edit, etc...Posted by Ultimo on 2005-03-30 at 17:38:16
He's talking about Legacy's triggers I believe, since his is the only one that says subtract from the counter. Set to would be more efficient, but it'd lose units every so often.
Report, edit, etc...Posted by chuiu on 2005-03-30 at 17:58:39
In Legacy's trigger it wouldn't matter if you used SET or SUBTRACT.
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