Staredit Network

Staredit Network -> UMS Assistance -> Dark Crusades
Report, edit, etc...Posted by EzDay281 on 2004-02-22 at 18:38:42
For description of map, go to SE General Forum and to the I'm Making 2 Maps Poll.
Anyway, here's what I need:
How do I make a kills to cash? There's one that you can do that fires every 2 seconds, and that's good enough since the unit I want the kills-to-cash for is a tough one. I need minimal triggers.
In fact, could you be kind enough to tell me the easiest way to have kill-to-cash triggers for all the units together? Right now I'm going to have a basic kills-to-cash for all units that gives a little bit, then some others for particular units that give extra minerals. So...
1 Kill any unit=1 mineral.
1 Kill Zergling=1 mineral.
This way, the Zergling kill ultimately gives you 2 minerals, which is what I want. Is this the best way to have Zerglings give 2 and Broodlings give 1?(there will be no money trigger for Broodling)
Help is appreciated.
Report, edit, etc...Posted by WaserReborn on 2004-02-22 at 18:51:14
If thats what you want i think is alright. I mean there isnt any errors.
(Not sure)
Report, edit, etc...Posted by EzDay281 on 2004-02-22 at 18:55:11
I'm asking...
Waht's the trigger for kill-to-cash? The one that goes off every 2 seconds, instead of instantly, but only requires a few triggers instead of having to do 1 trigger for every kill.
Report, edit, etc...Posted by WaserReborn on 2004-02-22 at 18:56:42
U mean like u kill any quantity of units and u get a quantity of min for the NÂș of kills?
Report, edit, etc...Posted by EzDay281 on 2004-02-22 at 19:06:46
As in...
you kill a unit, you get money.
You kill another unit, you get money.
Report, edit, etc...Posted by WaserReborn on 2004-02-22 at 19:09:34
Will you include units that give u more minerals than the others?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-02-22 at 19:27:16
http://www.campaigncreations.org/starcraft...killmoney.shtml
Report, edit, etc...Posted by Illusion on 2004-03-02 at 22:28:35
You know there is a trigger download for that right?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-03-03 at 08:41:55
QUOTE(Unknown_Being @ Feb 22 2004, 06:55 PM)
I'm asking...
Waht's the trigger for kill-to-cash?  The one that goes off every 2 seconds, instead of instantly, but only requires a few triggers instead of having to do 1 trigger for every kill.

If you want to be specific (2 minerals for every zergling) you will need to have a trigger for every kill

Basicly what you need to give one mineral for any one kill is this

Players:
-Force 1
Conditions:
-Current player kill score is at least one
Actions:
-Set kill score to 0
-Ser resources to add one mineral for current player
-Preserve trigger.

And then you need hyper triggers to go with this.

The draw back to this is if you kill a bunch of units fast (ie spash damage from a seige tank) then you will only get 1 mineral for all the kills. Also if you want something specific like 2 minerals for a zergling then this can't be done. Unless the units possable to kill are restricted. Like a defence that never has more than one type of unit at a time.

For the trigger on campain creations you don't want to use that. That is a conversion trigger that gives converts all your kill score to minerals. You don't want to do that cause you specificly said 2 minearals per zergling and that trigger would give you 50 per zergling and differant values for other units.
Report, edit, etc...Posted by EzDay281 on 2004-03-03 at 17:23:03
Thats what customscoreboards are for, Bolt.
You see, I want minimul triggers, but I dont care if its a goes-off-every-2-seconds trigger. Besides, I can just use the hyper trigger, though that would make spells harder to make.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-03-03 at 19:19:14
Well you can't have it give kills just for zerglings while keeping minimal triggers its going to be inaccurate.

Why would hyper triggers mess it up, Don't make your hyper triggers owned by all players.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-03-03 at 22:30:37
Maybe I don't completely understand the concept of this, but why can't you just do...

Conditions:
"Your Enemy" suffers at least 1 deaths of "whichever unit"
Actions:
Add # to score (custom, kills, whatever)
Subtract deaths of "whichever unit" for "Your Enemy"

Does this not work?? This is what I'm using in my map...

EDIT: OH... I get it, my map has collective EXP and that's why mine works ... my bad, wasn't thinking. Yea, I like to have it a collective thing so it's more like a teamwork thing, and you don't get greedy, money-hungry a$$e$.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-03-04 at 00:57:31
Sumo28 that doesn't work for kills because you can't detect what player actually killed the unit that died. If you were wanting to add one mineral every time your unit died then that would work perfectly (as long as it died due to damage and not triggers)

Mmmm thought. . .
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