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Staredit Network -> UMS Assistance -> How to count kills with out 100's of Triggers
Report, edit, etc...Posted by Thermo on 2004-04-02 at 02:36:01
I don't really feel like explaining much so this is about it.

There is a computer player who has the most kills of a unit/units. ( above all players by 1 kill )

When a player kills any unit it makes the player have the status of MostKills.

When that status happens the player get whatever effect to happen may it be +1 mineral or evil firey death.

After the effect in a sectioned off area the comp kills a unit to retake the Most Kills status.

For multiply players kill when a player kills that player gets the effect but in a sectioned off area all players minus the player who got the kill get a kill so the kill count stays the same but only 1 player ( the player who made the kill ) gets the effect of getting the kill to happen.

Including a demo map for those who want to see actual triggers, btw this does work with splash dmg as you will see from the demo map.

The demo will work with more then two players but extra secluded spaces have to be added for those player plus the trigs have to be included for them as well.

Ohh yeah if anyone can get the computer/players to kill faster could you please let me know.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-02 at 08:13:40
QUOTE(Thermo @ Apr 2 2004, 02:36 AM)
I don't really feel like explaining much so this is about it.

There is a computer player who has the most kills of a unit/units. ( above all players by 1 kill )

When a player kills any unit it makes the player have the status of MostKills.

When that status happens the player get whatever effect to happen may it be +1 mineral or evil firey death.

After the effect in a sectioned off area the comp kills a unit to retake the Most Kills status.

For multiply players kill when a player kills that player gets the effect but in a sectioned off area all players minus the player who got the kill get a kill so the kill count stays the same but only 1 player ( the player who made the kill ) gets the effect of getting the kill to happen.

Including a demo map for those who want to see actual triggers, btw this does work with splash dmg as you will see from the demo map. 

The demo will work with more then two players but extra secluded spaces have to be added for those player plus the trigs have to be included for them as well.

Ohh yeah if anyone can get the computer/players to kill faster could you please let me know.

Well i guess i need to reply to this. I been looking at it for like 30 minutes now and am just now starting to understand the triggers for it.

WoW Thermo. Anyways I will have to make my own version latter without looking at yours while i do it, before i can truely say i understand it. I still havn't figured out what the larva and hero ghost deaths are for. (maybe multi player thing???) anyways wow, i havn't been confused for quite a while good job. *bows*

Anyways to get your comp to kill faster eh? I think rather than trying to search for the fastest unit. You should try to have a spash zone where there is always damage being delt. The first thing that comes to mind for me is a bunch of lurkers in a ring attacking a player 4 lurker that is constantly healed. (just create your guy in the middle of the ring)

Edit: Question:
Maybe im reading the triggers wrong but why would you start the comp out with a extra kill. To satisfy the killed the most condidtion don't you need to have more than everyone else. So when you kill your first unit wouldn't you become even with the comp not more than?

Edit 2: We should call this trigger the thermo count.

Edit 3: Starting to understand it almost compleatly. Anyways i can't find anyone to test with now (every one is at a school). Anyways did you test with both players killing at the same time. Cause it would seem to me that nullify out, if both players kill at the same time they both end up with more total kills than the computer. And both the one with slightly higher would cause the other too. . . Crap I'm lost.
Report, edit, etc...Posted by dashrike on 2004-04-02 at 09:40:53
QUOTE((U)Bolt_Head @ Apr 2 2004, 07:13 AM)
Edit 2: We should call this trigger the thermo count.

laugh.gif Damn now I want to see it but can't because its still .scx...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-02 at 11:20:58
QUOTE(dashrike @ Apr 2 2004, 09:40 AM)
laugh.gif  Damn now I want to see it but can't because its still .scx...

Here they are the triggers he used. (note i omitted the hyper triggers)

#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 3
CONDITIONS:
Always: Always.
ACTIONS:
Set Deaths: Modify death counts for ’Player 3’: ’Add’ ’1’ for ’Terran Academy’.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
Player 3
CONDITIONS:
Bring: ’Current Player’ brings ’at least’ ’1’ ’Any Unit’ to ’Woot’.
ACTIONS:
Give Units: Give ’all’ ’Zerg Zergling’ owned by ’Player 4’ at ’Woot’ to ’Current Player’.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
Player 3
CONDITIONS:
Deaths: ’Current Player’ has suffered ’at least’ ’1’ deaths of ’Terran Academy’.
Command: ’Current Player’ commands ’at least’ ’1’ ’Zerg Zergling’.
ACTIONS:
Move Location: Center location labeled ’Woot’ on ’all’ ’Zerg Zergling’ for ’Current Player’ at ’Anywhere’.
Create Unit with Properties: Create ’1’ ’Zerg Hydralisk’ at ’Woot’ for ’Player 4’. Apply Properties ('2').
Set Deaths: Modify death counts for ’Current Player’: ’Subtract’ ’1’ for ’Terran Academy’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
CONDITIONS:
Most Kills: Current player has the most kills of ’Any Unit’.
Elapsed Time: Elapsed scenario time is ’at least’ ’1’ game seconds.
Deaths: ’Player 3’ has suffered ’exactly’ ’0’ deaths of ’Terran Academy’.
Command: ’Player 4’ commands ’exactly’ ’0’ ’Zerg Hydralisk’.
ACTIONS:
Set Deaths: Modify death counts for ’Current Player’: ’Set to’ ’1’ for ’Alan Schezar (Goliath)’.
Set Deaths: Modify death counts for ’Current Player’: ’Set to’ ’0’ for ’Zerg Larva’.
Set Resources: Modify resources for ’Current Player’: ’Add’ ’1’ ’Ore and Gas’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
Player 3
CONDITIONS:
Deaths: ’All Players’ has suffered ’exactly’ ’0’ deaths of ’Alan Schezar (Goliath)’.
Deaths: ’Current Player’ has suffered ’exactly’ ’0’ deaths of ’Zerg Larva’.
ACTIONS:
Set Deaths: Modify death counts for ’Current Player’: ’Set to’ ’1’ for ’Zerg Larva’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
Player 3
CONDITIONS:
Deaths: ’All Players’ has suffered ’at least’ ’1’ deaths of ’Alan Schezar (Goliath)’.
Deaths: ’Current Player’ has suffered ’exactly’ ’1’ deaths of ’Zerg Larva’.
ACTIONS:
Set Deaths: Modify death counts for ’Current Player’: ’Set to’ ’0’ for ’Zerg Larva’.
Set Deaths: Modify death counts for ’Current Player’: ’Add’ ’1’ for ’Terran Academy’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1
Player 2
CONDITIONS:
Deaths: ’Current Player’ has suffered ’at least’ ’1’ deaths of ’Alan Schezar (Goliath)’.
Deaths: ’All Players’ has suffered ’exactly’ ’0’ deaths of ’Zerg Larva’.
ACTIONS:
Set Deaths: Modify death counts for ’Current Player’: ’Set to’ ’0’ for ’Alan Schezar (Goliath)’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 4
CONDITIONS:
Bring: ’Player 4’ brings ’at most’ ’14’ ’Men’ to ’Doomhouse!?’.
ACTIONS:
Create Unit: Create ’1’ ’Zerg Broodling’ at ’Doomhouse!?’ for ’Player 4’.
Create Unit: Create ’1’ ’Protoss Dragoon’ at ’Doomhouse!?’ for ’Player 4’.
Create Unit: Create ’1’ ’Terran Marine’ at ’Doomhouse!?’ for ’Player 4’.
Run AI Script At Location: Execute AI script ’JYDg’ at ’Doomhouse!?’.
Preserve Trigger: Preserve Trigger.
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 3
CONDITIONS:
Always: Always.
ACTIONS:
Set Alliance Status: Set ’Player 4’ to ’Enemy’.
Preserve Trigger: Preserve Trigger.

Edit: Found a quick way to change all the varables to blue, so i did.
lol looks like less when written like that. (i didn't type that up i used GUedit)
Report, edit, etc...Posted by Thermo on 2004-04-02 at 14:32:58
heh forgot to remove that 2nd trigger( the one that gives the zergling), and they would "cancel each other out" except when one person has the MostKills status it spawns a guy for the other player to kill so they don't end up canceling each other out i thought this through for about an hour.

On the splash thingy i was thinking that except those hydras don't spawn all at once. They spawn one at a time, and for another one to spawn well that first one has to die.

First off p3 gets that extra kill to start becuase when players are tied for first they all share the status of MostKills.

The academy deaths are for hydras to be spawned.

The alan scheazar deaths( hero goliaths ) tell when a player has the status of most kills and it executes the effect.

The larva deaths are used to tell wether that player gets an added academy death or not ie if the player has one death of larva and any player has 1 death of alan the player would get 1 kill to acadamey then have larva deaths set to 0. Of course in the effect trigger the player who got the points for the kill gets larva deaths set to 0 so they don't get an acadamey death.

There might be a small flaw in my triggers too with the set larva trigger, if that doesn't execute for all the players it will totally mess up everything i will fix it and put out a fixed version i will also add more slots so 4 people can kill at once ( just need to find 4 people now )

//Edited way after original post\\

Ok well i think this works for 4 players and all the bugs should be out now and hey it is even .scm
Report, edit, etc...Posted by PCFredZ on 2004-04-09 at 22:04:16
think i saw an ai script for ai to give minerals to player every time the player makes a kill, but i never tried it out
Report, edit, etc...Posted by Thermo on 2004-04-17 at 05:30:11
I don't think such an ai script exists, but if it does could you put it up i would like to compare it vs my counter.
Report, edit, etc...Posted by .Coko[CK] on 2004-04-17 at 06:27:44
Very clever, since i also use the death system a lot, i do understand your process, very intelligent, though i would have used units that can't possibly ever be used, but still works perfectly.

Good for you, to have such a good system, almost as good at T_T's automatic shooter system, which he used in his Half-Life map!
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-17 at 09:51:23
Hey bolt, maybe I could add a unique option to the forums, how about "Trigger syntax highlighting" where everything in these kind of 'quotes' automaticly turns blue?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-17 at 18:45:16
QUOTE(Yoshi da Sniper @ Apr 17 2004, 08:51 AM)
Hey bolt, maybe I could add a unique option to the forums, how about "Trigger syntax highlighting" where everything in these kind of 'quotes' automaticly turns blue?

It sounds like a good idea at first but unless you copied it from a text file directly or are copying it right out of SE then most people don't use the exact syntex (not even me). So I wonder how effective it would be.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-17 at 18:52:28
The best I can do is highlight everything in the quotes 'like this' but i just realized thats not default in staredit tongue.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-04-17 at 20:01:42
ANYWAY...Getting back to the subject, anything else you can show us my good man? I think many people have problems in the ability to do the calculator trick, and its slow at the moment, you seen it before?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-18 at 06:01:46
I like how you state "the calculator trick" and slow in movement. Making a calculator in SC is done with alot of triggers and can be done several differant ways. Most of these ways can be speed up just by using hyper triggers and or copying the triggers many times.

Also I don't belive thermo made a calculator map but im sure he could do it.
Report, edit, etc...Posted by .Coko[CK] on 2004-04-18 at 11:10:38
I know, i couldn't really remember it completely, i just was thinking quickly, yes they do use hyper and copy but it is slow, because it uses a policy of 1, 10 ,100, 1000 ...rather than 1, 2, 4, 8, etc and so...is much slower if u make complicated figures!
Report, edit, etc...Posted by Thermo on 2004-04-18 at 12:26:25
True i didn't make a calculator map i made a kill counter map and the reason this map so slow is becuase you can't use triggers to add to the kill count for players.

Using base 2 for a calculator doesn't seem like a very good idea either takes a lot of thinking for a return that isn't very useful. Calculator maps on sc if you make numbers very large like a few million will take time anyway since there is no math functions besides add and subtract in sc, and those are very limited as well.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-18 at 14:07:39
Here's your calculator. It gets very slow though with a combo of a big number and small number when dividing or multiplying. tongue.gif
Report, edit, etc...Posted by Mr.Camo on 2004-04-18 at 15:31:04
well just do this...
Trigger for current player.
Always
Set leader board(kills)
How many kills ya got?(name)
It's that simple
bleh.gif And you guys hopefully never thought of that..
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-18 at 16:28:36
That shows kills. It doesn't DO anything with the value besides display it.
Report, edit, etc...Posted by Thermo on 2004-04-19 at 13:06:50
Yup this why this is so much different.

A friend of mine gave me a version of my kill counter which is probably less confusing, i will post it up later today when i get back to my computer later today.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-19 at 13:54:23
I intend on writeing a full indepth tutorial on it but I have things on my todo list first.

Edit: Man being a mod sucks some times when you acidently edit someones post rather than replying or quoteing (notice the edited by (U)Bolt_Head on thrmo's post lol)
Report, edit, etc...Posted by Thermo on 2004-04-19 at 15:59:10
I am so hurt badly by bolt accidently editing my post i must jump off a bridge now.

But before that here is the map i promised earlier it was made by a friend of mine ( not by me ) even though this name has my map all over it ( he put that in not me ).

The changes from the my vers and his are there are only 2 units that spawn, zerlings and hydralisks. Zergling are worth 1 mineral and hydras are worth 1 gas, also he took the amount of triggers down further, but he increased amount of locations used ( by increased amount of locations i mean he increased the amount needed for the counter not the spawn portion).

The overall idea is the same though and probably a lot easier to understand
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