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Staredit Network -> UMS Assistance -> specific unit kill = creation of 1 unit problem..
Report, edit, etc...Posted by Staredit.Net Essence on 2005-06-09 at 01:44:50
I was wondering if anyone knew how to fix the following problem: If i wanted to make it so that every time a player killed a unit, lets say a broodling, it created one civilian at a location.And i want to be able to preserve that so that whenever another broodling is killed, another civ is created...but when i try to do it with "if broodling is killed create 1 civ at 'location' preserve trigger' it preserves the trigger indefinitely creating civs forever...?

and i've also tried if broodling is killed toggle switch 1 preserve trigger
along with 'if switch 1 is set created 1 civ at balbhbalh toggle switch 1 preserve trigger'

and i know the preserve triggers make it go in indefinitely, but i'm not sure how to use them without making it keep the trigger going..?

does that make sense? hope you guys can help..

-Caelestis
Report, edit, etc...Posted by Subrosian on 2005-06-09 at 01:51:37
http://www.staredit.net/index.php?tutorial=81

I think the last tutorial there might help.

However:
http://www.staredit.net/index.php?tutorial=25
That one may work better, though it is much more difficult to do.
Report, edit, etc...Posted by Xghozt on 2005-06-09 at 01:57:04
You should make it do it sets the death count or something to be one and then it goes like this
Trigger
Players:
¤ What ever player you want
Conditions:
¤ current player kills *unit*
Actions:
¤ Set kill count 1




Trigger
Players:
¤ who ever you want
Conditions:
¤ kill count is 1
Actions:
¤ create 1 *unit*
¤ set kill count to 0



PS: srry i dont know the exact names of the triggers but u get the idea
Report, edit, etc...Posted by Subrosian on 2005-06-09 at 02:23:50
Kill counts are nonexistant.

However, if you make it so if the computer has a broodling DIE, you can subtract one death count for the broodling and do whatever to the players. This makes it so each player will get one civilian each for each broodling killed, however.
Report, edit, etc...Posted by Heimdal on 2005-06-09 at 16:51:28
There are varying methods for this, and they all depend on the specifics of control that you want. You need to answer the following questions:

Does the type of unit matter? Do you want a different reward for killing different units?
If yes, are you OK with the reward being proportional to the default unit score for each unit or do you need to define your own?

Does the player who killed the unit need to be rewarded or can all players receive a reward for each kill?

Is it possible for multiple units to be killed by one player within a very short timespan?

Will mulitple types of units be killed in the same general time or is this a defense-type map where players are only killing one unit type per level?
Report, edit, etc...Posted by Xghozt on 2005-06-09 at 17:41:03
QUOTE(Subrosian @ Jun 8 2005, 11:23 PM)
Kill counts are nonexistant.

However, if you make it so if the computer has a broodling DIE, you can subtract one death count for the broodling and do whatever to the players.  This makes it so each player will get one civilian each for each broodling killed, however.
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thats what i ment
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