Whats a good system that gives you a civilian for a certain amount of kills?
Btw does splash units affect this system eg nukes and corsairs?
I dont really get what youre after bur something like this?
PLAYERS
You
CONDITIONS
Current Player kills at least 50 units.
ACTIONS
Create 1 civilian at location
Yes splash gives kills as well.
there is sctrigger in the dls section, gives u money for each...
Go to the tutorials/ download section, I'm sure you could find it.
Unless I'm stupid the money for kills in the tutorials database is like 3 years old and gives you 1 money for a kill point... *goes to check* I'll edit with the best way if the database is wrong.
EDIT> Yup, the database is wrong. This is how you get money for kills.
Conditions:
-Current Player's kill Score is at least 1
Actions:
-Set Current Player's kill score to 0
-Add 1 Vespene Gas for Current Player
-Preserve Trigger
Add Hypertriggers to make it go faster.
Now, however many kills a player has made is how much gas they have.
I personaly really dislike the current money for kills tutorial. It would take me a long time to write a new one. I think i need to do switches first though.
QUOTE(DT_Battlekruser @ Jul 23 2004, 12:17 PM)
Conditions:
-Current Player's kill Score is at least 1
Actions:
-Set Current Player's kill score to 0
-Add 1 Vespene Gas for Current Player
-Preserve Trigger
Add Hypertriggers to make it go faster.
Now, however many kills a player has made is how much gas they have.
Sometimes after killing enough units, your kill score will go so high that not even hyper triggers could help that kind of 1:1 conversion so be sure to switch it to a higher conversion rate after so many minutes where kills will be higher.
Omfg... that is old and stupid. It needs to be changed.
QUOTE
Sometimes after killing enough units, your kill score will go so high that not even hyper triggers could help that kind of 1:1 conversion so be sure to switch it to a higher conversion rate after so many minutes where kills will be higher.
Look at mine closely. It
sets to 0 so the number of gas you have is your kills, not you kills score...
The "set to 0" is all very well until they start having a unit that deals enough splash to kill 2 units at once, or several units attacking. For a "defense" map that only sends 1 level at a time of course you can code it in to each unit's actual score which is faster than Thermo's method, but his is pretty sweet if you understand it

Are you guys talking about my tutorial? The one that subtracts 50 kills and adds 10 minerals? I wrote that while staredit.net was still that old green and black design. It still works though, don't really see what's wrong with it. I use a new method now that includes the computer player's deaths as conditions, just for a little extra insurance.
I'm just going to assume you're making a defense map or a maddness map, so this should work fine although I'm positive there are better methods. There's a program somewhere called SCTriggers I think. Download that and have it give 1 custom for every X amount of kills you have. Then create a trigger for when you have 1 custom score, it creates a civilian and subtracts 1 custom score. This will take up more room in your map but will eliminate any splash damage side effects of the other triggers.
QUOTE
Are you guys talking about my tutorial? The one that subtracts 50 kills and adds 10 minerals? I wrote that while staredit.net was still that old green and black design. It still works though, don't really see what's wrong with it. I use a new method now that includes the computer player's deaths as conditions, just for a little extra insurance.
What if you kill a hero arbiter??? You get like 4600 kill points for that...
QUOTE
The "set to 0" is all very well until they start having a unit that deals enough splash to kill 2 units at once, or several units attacking. For a "defense" map that only sends 1 level at a time of course you can code it in to each unit's actual score which is faster than Thermo's method, but his is pretty sweet if you understand it tongue.gif
Darn, you're right... I thought that was the best way to do it, I guess I'm wrong.
QUOTE(DT_Battlekruser @ Jul 24 2004, 12:17 AM)
What if you kill a hero arbiter??? You get like 4600 kill points for that...
In the tutorial I said you needed to make more triggers, I just used 50 kill points as an example. You would of course make another at 200 or 500 and up to around 5000.
Yes, but my point is that you can't balance that. If you put it at say 800 KP, then for killing 16 Zerglings you only get one mineral. No matter what you do, there will always be some domb level where you get many minerals more/less then is fair.
EDIT> My hero arbiter point is not the time it would take, but you would get soo many minerals per kill, it would be plain stupid.
I don't really get what you're saying. If you were to kill 16 zerglings, and you got 1 mineral for each 50 kp, you would get 16 minerals, not one. If i'm using hyper triggers in a map, i just make one trigger for each unit you can kill, with a death condition in there. Works well as far as I can tell.
(Note: I didn't read the above posts, so excuse me if this has been stated)
Alright, several ways:
SCTrigger, it'll make 1 tirgger for every "Player has X kills give 1 Resource/add 1 custom/etc" upto however many you want.
There's also the
Player Kills Score=more than one, remove 1, add 1 resource/add1 custom/etc
And then lastly one that someone else made up, I think this is how it works
You have more kills than comp, it gives you the mineral or civ or w/e, and it creates a unit owned by you in a box where the comp kills it, so the comp gains a kill
QUOTE
I don't really get what you're saying. If you were to kill 16 zerglings, and you got 1 mineral for each 50 kp, you would get 16 minerals, not one. If i'm using hyper triggers in a map, i just make one trigger for each unit you can kill, with a death condition in there. Works well as far as I can tell.
Look. If you make it one mineral per 50 kill points, then when you kill a hero arbiter (4600 kp), then you get a stupidly insane amount of minerals (92)... You can't BALANCE mineral accumulation through kill points...
QUOTE(EzDay2 @ Jul 24 2004, 03:40 AM)
And then lastly one that someone else made up, I think this is how it works
You have more kills than comp, it gives you the mineral or civ or w/e, and it creates a unit owned by you in a box where the comp kills it, so the comp gains a kill
i think that will work.. makes sense
QUOTE
And then lastly one that someone else made up, I think this is how it works
You have more kills than comp, it gives you the mineral or civ or w/e, and it creates a unit owned by you in a box where the comp kills it, so the comp gains a kill
Nope, one problem with that. You can't say "if Player 1 Kills at least (P8 kills) AnyUnit. I WISH!!! You would have to make one for every blasted kill, so you'd be better off doing "Player kills at least 12: give civ" and one for 24. etc, etc, etc.
ima work this out as i type so it may be wrong:
have an area with a ranged high attack rate ground unit, like, maybe a marine or hero hydra (so it atacks faster) and when you kill a unit... uh... create a unit thats not used by humans at the kill place and the enemy auto kills it so if u get a death of UNIT, subract death add mineral, of course you could just do the hardcoding for units going straight to kills...
QUOTE
have an area with a ranged high attack rate ground unit, like, maybe a marine or hero hydra (so it atacks faster) and when you kill a unit... uh... create a unit thats not used by humans at the kill place and the enemy auto kills it so if u get a death of UNIT, subract death add mineral, of course you could just do the hardcoding for units going straight to kills...
Yes, but if you can accurately create hydralisks for that, you can just add to custom score/whatever instead of make hydras to be killed.
no the comp has a hydra abnd you habve trigs to crate units to be killed
uhhh and it looks cooler


Use Thermo's kill counter from the link I posted. It's based on the Most Kills condition and it should be fairly easy to set up (even if you don't understand how it works). It's the only simple perfectly working system for each kill that will go up for any amount of kills without a trigger for each one. Plus, the kill score is unaffected and not used. So use it.

Wow i am surprised people remeber that system. If your gonna use it download the map that was created by a friend of mine in that old post that map is much easier in general to understand compared to mine which uses a crazy amount of extra kill score switches.
I never did get around to making my own version of that. And i never saw that other map.