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Staredit Network -> UMS Assistance -> giving minerals out after every 5 kills....
Report, edit, etc...Posted by crazy_monkee on 2005-03-30 at 17:11:27
I really need help on my rpg. Its called crash landing rpg. I would attach the map to the thread, but i don't know how! i need help on getting minerals out of kills. This is what i did

condition: player 1 kills at most 5 any unit
Action: modify resources for player 1: add 50 minerals

but this didn't work

Also., an easier way to teleport players from 1 location to another.
i did it like

condition: player 1 brings 1 any unit to location ?
Action: move all any unit for player 1 at location ? to location ?

it worked but i am wondering if there is an easier way. I did this teleporting thing for going to a place, and back and had to do this a billion times for 5 players.

please answer me
Report, edit, etc...Posted by concienne on 2005-03-30 at 17:28:47
There is a topic similar to this here: http://www.staredit.net/index.php?showtopic=13075

Just apply the 'modify resources for specified player' portions to the 'create civillian' portions, and it will work out the same way...

As for teleporting, you should basically need only ONE trigger:
Trigger
Description:
Teleporting units
Players:
¤ Players you wish to enable teleportation for
Conditions:
¤ Current Player Brings 'Atleast 1' 'any unit' to 'location A'
Actions:
¤ Move 'all' 'any unit' for Current Player at 'location A' to 'location B'
¤ Preserve Trigger

If you want to teleport back near 'location A', simply copy the trigger, and switch your locations.. And always remember, it is important to 'Preserve Trigger', or the teleport only works once.

Also, make sure you don't teleport to a location that is a 'teleporting' location to somewhere else, if you have multiple teleports.
Report, edit, etc...Posted by sckor on 2005-03-30 at 18:18:07

Trigger
Description:
Add gas for kills or whatever
Players:
¤ Players you want
Conditions:
¤ Current player kill score is at least 1
Actions:
¤ Set kill score for current player to 0
¤ Set resources for current player; add one for vespene gas
¤ Preserve Trigger


Trigger
Description:
Now the money
Players:
¤ Players you want
Conditions:
¤ Current player accumulates at least 5 gas
Actions:
¤ set resources for current player; subtract 5 for vespene gas
¤ Set resources for current player; add one for minerals
¤ Preserve Trigger


That' is the most simple way. However, the bad thing about this is that it doesn't count splash. Also, It always gives you the same amount of gas/minerals.
Report, edit, etc...Posted by Heimdal on 2005-03-30 at 18:28:18
sckor's triggers look like they will work, but you should know that you need hyper triggers running if you want it to be anywhere close to accurate. You could also use a death counter instead of vespene gas if you didn't want the gas to show how many kills you have.
Report, edit, etc...Posted by Dondivad on 2005-03-30 at 18:29:23
Here i have a better way to give money than what sckor said.

Conditions: *Bad Guy* has suffered at least 5 death of *Cow*

Actions:

Modify death counts for *Bad Guy* subtract 5 for *Cow*
Modify Resources for *Good Guy* add 50 minerals
Preserve Trigger
Report, edit, etc...Posted by LethaL on 2005-03-30 at 18:44:14
Dondivad, what if you wanted to kill more than 1 type of unit?

And for teleporting, Conscienne is wrong about teleporting back. If you switched the locations you would infinitely teleport from point A to point B then back to point A. You could use a more complicated way with death counters/switches/any kind of counter, or you can just make 2 locations (When moving from A - B, move the unit to the second B location. When moving from B - A, move the unit to the second A location).
Report, edit, etc...Posted by concienne on 2005-03-30 at 19:21:59
Lethal i am not wrong, if you read my entire post.. I did not mean switch loc.A, with loc.B, i meant switch the locations to ones that would be near the desired teleport u wished to move back to.. I realize it would be an infinate loop, read my post completely and understand it first.. Also, your way is more complicated, and may not work if he wants multiple players units using all teleports freely..
Report, edit, etc...Posted by sckor on 2005-03-30 at 19:41:51
Advantages of Dondivad's way,
It gives you a unique amount of resource depending on what you kill.
Disadvantages
However, this would not work (well it would but) if in multiplayer becuase you cannot detect who killed the unit.

Advantages of the kill score way,
It detects who killed the unit, so you can see that each player gets his money
Disadvanteges
This way, it does not matter what you killed, only always gives you the same amount of resources.

So you can combine these two conditions, or you can use THERMO's way.

Edit Corrected Themro ==> Thermo.
Report, edit, etc...Posted by crazy_monkee on 2005-03-30 at 19:43:58
thanks for all ur help, and can u guys look at my map here (dont spread it yet plz)
Report, edit, etc...Posted by PhoenixRajoNight on 2005-03-30 at 23:42:46
his triggers that he originally had should work, only thing is he needed preserve trigger, theres no reason that i can see besides that why it shouldn't have worked.

as for making the teleportation easy, you dont need to do it out for each player, you just put the palyers you want the movement enabled for when it asks you which players to use it for, then use Current Player, because this will act as player 1 and/or 2 and/or 3, so on and so forth, your forgeting that this might be his first map and could just be simple problems "newb problems" if you will, i dont mean that in an insulting manner just to get the point across.

So from what he posted I think he just forgot to preserve trigger so it loops, and reset the kills, but if he wants the kills tracked then its a diff story.
Report, edit, etc...Posted by in_a_biskit on 2005-03-31 at 01:52:17
Since Legacy hasn't said it yet,

We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=81
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