Report, edit, etc...Posted by Berserk_Templar on 2005-05-11 at 22:47:59
I'm working on an RPG map. I'm trying to make triggers that make you gain score and different units give you different scores. I thought I knew how to do that...
I did this.
Trigger
Players:
¤ Player
Conditions:
¤ Current player kills at least one "Zombie".
Actions:
¤ Modify custom score for current player: add 2.
¤ Preserve Trigger.
But this keeps adding 2 score after the player gets at least one kill.
Same problem when I replaced "at least" with "exactly". It keeps adding score when the kill count is exactly 1. I understand why its not working but I dont understand how to make it work the way I want it to.
Report, edit, etc...Posted by FTR_ROCKO on 2005-05-11 at 22:51:10
You forgot to remove the kills that the player gained.. set the player's kills to 0
Report, edit, etc...Posted by LegacyWeapon on 2005-05-11 at 22:52:59
You cannot modify a player's number of kills. You can, however, modify a person's kill SCORE
Report, edit, etc...Posted by Berserk_Templar on 2005-05-11 at 23:08:56
But those triggers are gay.
1. I want to use 0 hypertriggers. 2. I want to have tons of units dying and getting reborn again. 3. I want splash and non splash units.
I guess I have to figure it out myself...
Report, edit, etc...Posted by MapUnprotector on 2005-05-11 at 23:15:29
Lol if you could do that you would be a god
QUOTE
But those triggers are gay.
Lol, I find that funny.
I don't think anyone here can give you any assistance on how to do the thing you are trying to do with everything you want, you will mostly get, impossible!
Report, edit, etc...Posted by Ultimo on 2005-05-11 at 23:21:24
QUOTE(Berserk_Templar @ May 11 2005, 08:08 PM)
But those triggers are gay.
1. I want to use 0 hypertriggers. 2. I want to have tons of units dying and getting reborn again. 3. I want splash and non splash units.
I guess I have to figure it out myself... [right][snapback]206408[/snapback][/right]
I wonder what kind of map you're making.
Report, edit, etc...Posted by in_a_biskit on 2005-05-12 at 00:48:02
There aren't so many alternatives to those in that tutorial that are really viable.
If you want, you can make a separate trigger for every kill amount from 1 to 65535... maybe using SC Trigger. (Don't do that.)
If there's only one human player, then looking at deaths of the enemy is equivalent to the kills for the human player, except that you can modify death counts.
Report, edit, etc...Posted by sckor on 2005-05-12 at 07:37:32
or you can just use the kill score by itslef.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-12 at 13:53:21
You can use the Thermo's "perfect kills" or whatever it is called and modify it to work independantly for each unit type. Its alot of work, but possable.
bisket why would you ever need it to go to 65535? Do you think the map would even come close to that amount of kills? You don't need your triggers to go up higher than the amount of units on the map, and if there constantly spawned guess a high value for a killscore and go to like twice that or something.
Report, edit, etc...Posted by Berserk_Templar on 2005-05-12 at 15:12:52
I think I'm going to do that. But for every 5 kills, so you get 10xp for killing 5 zombies.
My map is called "Medieval RPG Defence 1.00". Its almost complete. I just need the scoring system and levels.
It will have 5 human RPG characters killing many evil monsters per second. For each level they come in hundreds. Lots of splash... So you understand that a bloodbath map like this needs different triggers.
Thanks for your help
Report, edit, etc...Posted by Berserk_Templar on 2005-05-12 at 19:25:25
Alright I made the triggers for all units up to 10000 kills. Everything would be fine if there wasnt yet another problem:
Starforge cant load triggers....
What now?!
Report, edit, etc...Posted by MindArchon on 2005-05-12 at 19:36:40
QUOTE(Berserk_Templar @ May 12 2005, 04:25 PM)
Alright I made the triggers for all units up to 10000 kills. Everything would be fine if there wasnt yet another problem:
Starforge cant load triggers....
What now?! [right][snapback]206853[/snapback][/right]
Just load your map in xtra, import your triggers, save the map then open it up in starforge again.
Report, edit, etc...Posted by Berserk_Templar on 2005-05-12 at 19:39:24
That sounds like a good plan. Only Xtra cant open my heavily modified map properly.
Report, edit, etc...Posted by MindArchon on 2005-05-12 at 19:42:11
QUOTE(Berserk_Templar @ May 12 2005, 04:39 PM)
That sounds like a good plan. Only Xtra cant open my heavily modified map properly. [right][snapback]206869[/snapback][/right]
Then get yourself a hex editor. Load the triggers into a blank map, open the chk, copy the TRIG section contents and paste it in the other map. Information on CHKs:
Report, edit, etc...Posted by Berserk_Templar on 2005-05-12 at 20:47:56
Hmm its taking ages to transfer tens of thousands of triggers into a map and then into SCMI and then finaly into my map...
And I havent even tested the game, so I dont know if the values that I put into over 100000 triggers will be right....
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-13 at 00:05:00
QUOTE(Berserk_Templar @ May 12 2005, 07:47 PM)
Hmm its taking ages to transfer tens of thousands of triggers into a map and then into SCMI and then finaly into my map...
And I havent even tested the game, so I dont know if the values that I put into over 100000 triggers will be right.... [right][snapback]206946[/snapback][/right]
Then just create them one at a time in starforge.
or wait ... that takes ages upon ages looks like your screwed.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-05-13 at 01:36:38
You're going to have a VERY hard time doing this without any hyper triggers.
Report, edit, etc...Posted by in_a_biskit on 2005-05-13 at 07:14:27
QUOTE((U)Bolt_Head @ May 13 2005)
bisket why would you ever need it to go to 65535?
Hey, I was only joking And I'm not sure that even making 10000 looks like a good idea...
QUOTE(Mini_Moose_2707 @ May 13 2005)
You're going to have a VERY hard time doing this without any hyper triggers.
Before hypertriggers became common knowledge and their use became more widespread, the way to speed repetitive triggers up was to use a "binary counter" system, or just to copy the trigger many times. If use a simple system based on deaths or kills score, then these methods will be quite effective to make the triggers faster, without the need for hypertriggers.
It's not a bad idea just to use starcraft's natural kills score instead of customising your own one, if it will fit easily with the gameplay.
Report, edit, etc...Posted by Slyence on 2005-05-13 at 07:21:36
QUOTE(LegacyWeapon @ May 11 2005, 09:52 PM)
You cannot modify a player's number of kills. You can, however, modify a person's kill SCORE