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Staredit Network -> UMS Assistance -> Kill Score Question
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 20:22:15
if i use the triggers to make kills become minerals or vespane, will my leader board for kills still work?
Report, edit, etc...Posted by Deathknight on 2004-06-06 at 20:38:20
You could make it work.

Do something like, if player has 1 kill, add 1 custom point and add 1 mineral or vaspene, then set kills to 0.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-06 at 21:07:58
Remember you're basing this on kills SCORE, not kills. Don't try to go looking for that trigger. Also, you may want to use Hyper Triggers so it will go fast. Unless you enjoy watching them only get 1 Mineral every 2 seconds, regardless of kill number. tongue.gif
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 21:33:32
i wasnt sure if kills score and kills were the same. so i dont have to do anything special then? the kills leaderboard will still work properly and the minerals will add too? and im not sure i want to use hypertriggers for this map. its a madness map, and if my understanding of hypertriggers is correct, it would cause unit production to go way too fast.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-06 at 22:01:33
Not if you're smart enough to add a "Wait". Wait is in quotes, because it isn't a Wait trigger, which is what you would think. Have a built in timer based around the Deaths condition of a unit.

Cond: Always
Actions: Add 1 Death for Unused Unit for Current Player
-Preserve

Cond: Current Player suffers at least "X" deaths of Unused Unit
Actions: Set Deaths for Unused Unit for Current Player to Zero
Create 1 Unit at SpawnLoc for Current Player
Preserve

The problem is, deciding what "X" should be. Use around 25 if you want something close to the spawn rate of a normal preserved creation trigger without any hyper triggers.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-06-06 at 22:06:24
Meh..Madness maps..Well then..I think U shuld do this

Cond:

Player X kills (at least/at most/exactly?) 1 "Any unit"

Action:

Modify Recources:Add 1 Mineral(?)
Preserve Trigger

And For teh Leader Board showing kills

ConD:

Always

Action:

Show Leader For Most Kills of "Any Unit"
Display for label thingy: <---PwNage MastA

I think this works.U can Switch this Around if U like how u said, make it so that it shows the leader baord and if the leader board has 1 kill thingy on it give a min to player and shuch...
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 23:12:55
scorpion, thats how i have it set up now, but if im not mistaken, wouldnt that only execute when the player has killed a total of 1 unit and not for each unit he kills?

after seeing this thread i think i might have to do some serious editing... ranting.gif

one more question,
do i really need to protect my map? what exactly does it do? just stop others from editing it or what, cause all other maps on bnet you can edit.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-06 at 23:27:27
Kill Score is the amount of Points you receive for each unit when you kill it. amount of points you receive is not editable and the values are found Here!

Kills is the plane value of how many units you have killed. Like you have killed 4 zerglings or 20 men. There is no trigger to edit this value and once you have 4 kills then a trigger with the conditions "kill at least 4 men" would always remain true for the remainder of the game.

As for your map I would suggest you put in hyper triggers. Your kills to minerals should be something like this

Human Force
Conditions:
-Current player kill score is at least 1
Actions:
-Set kill score for current player to 0
-Add X minerals for current player
-Preserve Trigger

Your spawn triggers should be like this

Conditions:
-Always (or whatever)
Actions:
-Create X men at location for player
-Wait 1500 milli seconds
-Preserve Trigger.

Set up your hyper trigger as described Here!. Or make sure the hyper trigger is AFTER your spawn triggers.

Download Proedit Here to protect you maps. (make sure you have a back up)
http://www.staredit.net/index.php?download=313
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 23:36:43
so hypertriggers are just 1,2, or 3 triggers like the one described and those make all your triggers faster?

also, you said to make sure the hyper trigger is after spawn triggers. whats the difference? i always thought trigger order didnt make a difference
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-06 at 23:39:13
You should make 3 triggers filled with waits, and a preserve trigger. Create them owned by a comp player than doesn't have any other triggers that use waits.

Oh yeah i forgot. Moddifying your "Kill Points" score will not effect your "Kills" leaderboard. There seperate values.
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 23:43:28
ok. im going to have the hyper trigger for player 7, and the human players (6) automatically set p7 to ally. that should work right?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-06 at 23:44:56
If you need player 7 to not attack the human players then there alliance trigger needs to be owned by player 7. Just don't put any waits in the trigger and you will be fine with that issue.
Report, edit, etc...Posted by TippyFreaK03 on 2004-06-06 at 23:51:01
thx alot guys. you really know your stuff. if i ever encounter anything i cant figure out you can be sure ill ask you guys. once again thanks, and im hoping this map will be ready for next map night!
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 04:50:00
Personally i prefer this method of working, which is a lot more precise.
http://www.campaigncreations.org/starcraft...killmoney.shtml
http://www.campaigncreations.org/starcraft...it/points.shtml

Just exchange the custom for Minerals / / Gas and it works perfectly, for any amount of kill points. And its only a few triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-07 at 12:36:47
the preciseness depends greatly on the map. I personaly don't like that tutorial at all.

It isn't 1 kill for 1 mineral and it never tells you that. Cause it keeps all the units weaghts and pretends it doesn't exist. Unless you want larger units rewarding you with more minerals then it doesn't help.

Edit: just read the second one, wow it's even worse.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-07 at 17:36:53
I prefer them myself, and you can set them to whatever you like, not constant with what it is, and yours does a set amount which i don't like, since i think for the "heroes" of the games it should be more.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-07 at 21:26:07
You can't change the values. Yes I read the tutorial and it doesn't take a rocket scientist to figure out how to do that.

The problem is many units share the same value and then you got the problem with splash damage. In the example on the second one he uses a trigger to set the score back to 0. Then he suggest that you may need to put a 1 second to 2 second wait in there. (WTF?)

The only thing good about the second tutorial is the concept that you can convert one kind of score to another.

These triggers are always highly dependable on the game your making. You can't just suggest a master solution to work with everything.
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