Staredit Network

Staredit Network -> UMS Assistance -> Custom Scores And Splash
Report, edit, etc...Posted by Lo[S]eR on 2004-08-05 at 14:40:20
Im trying to use custom scores and some of the heroes have splash damage. But if you kill 2 units at a time the custom score trigger messes up because its not the exact kill score. Im using these triggers.

Players:
Force heroes

Condition:
Current Player kills score is exactly 50

Actions:
Modify score for current player: Add 24 custom
Modify score for current player: set to 0 kills
Preserve trigger

This messes up because when you kill 2 units that are 50 points each, it gives you 100 instead of 50 so the trigger doesnt work.
Report, edit, etc...Posted by Sama- on 2004-08-05 at 14:52:17
well that is simple... your trigger is wrong it should read like this:

players: Force Heros

Conditions: Current player kill score is AT LEAST 50

Action: Modify score for current player: add 24 custom
Modify score for current player: SUBTRACT 50 kills
Preserve


this way it doesnt matter if you kill a million guys with 50 points each... except for bnet only checks triggers about once every 2 seconds with a hyper(or so i heard) so it could be a rather slow countdown on the other hand you could do this:
Players:
Force heroes

Condition:
Current Player kills score is exactly 50

Actions:
Modify score for current player: Add 24 custom
Modify score for current player: set to 0 kills
Preserve trigger


and then add


Players:
Force heroes

Condition:
Current Player kills score is exactly 100

Actions:
Modify score for current player: Add 48 custom
Modify score for current player: set to 0 kills
Preserve trigger

see its just math... any more questions and you can pm me if this works (hopefully) or you can simply post up here agian... rate me if this helps!
Report, edit, etc...Posted by Lo[S]eR on 2004-08-05 at 15:06:01
The first one wouldnt work because if its at least 50, then guys that are worth 300 would only give you 24. I dont think the second one would work either because guys that are worth 100 would give you 48. Ill go with the second one for now. Is there any other way?
Report, edit, etc...Posted by Sama- on 2004-08-05 at 15:22:31
no no no, the first one has a subtract counter on it meaning that 300 will give go down to 250 after giving u 24, then 200 after another 24 and so on... its the subtract that brings it all together.. the at least is their so that it doesnt subtract 50 from say... 48 reply and rate me if it helps
Report, edit, etc...Posted by Lo[S]eR on 2004-08-05 at 15:35:28
Lol ok I didnt really get that.. So if you get 300 kill score then it will subtract 50 from the 300. That makes it 250. Then since its the kill score is still at least 50, it will subtract another 50 and give you another 24? So the total score you get is 144. Ok, i think get it now. Thanks.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-05 at 15:38:38
http://www.staredit.net/index.php?showtutorial=12
Report, edit, etc...Posted by Surtur on 2004-08-05 at 15:48:47
A hyper trigger would work too... I think.
Report, edit, etc...Posted by Sama- on 2004-08-05 at 15:49:25
any time... i hope it really helps, need nething else you can pm me
Report, edit, etc...Posted by Moogle on 2004-08-06 at 00:38:11
I posted this few times but here it is..

Conditions:
- Current Player kills score is at least X
- Current Player kills score is at most X

Actions:
- Modify score for current player: Set X kills
- Modify Score for current player: Add X Custom
- Preserve trigger


Noway stop splash damage but you can stop bsing (Not if its splash unit)
Add hyper triggers. Then preserve trigger on the alliance and that creates a hyper alliance.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-06 at 02:49:11
QUOTE(Surtur @ Aug 5 2004, 02:48 PM)
A hyper trigger would work too... I think.

Not for splash.
Report, edit, etc...Posted by Sama- on 2004-08-06 at 02:50:46
check my post up there.. it is the most logical and reliable way to do it... really just think about u guys..
Report, edit, etc...Posted by Moogle on 2004-08-06 at 03:08:25
Bolt, double check my post. I SAID NOWAY STOP SPLASH!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-06 at 03:08:36
Yeah thats the easiest way to do it Sama, There are always those very small details people will agrue for hours about. Everyone wants a perfect trigger, for all the circumstances and it doesn't exist.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-06 at 09:47:24
True, Bolt, but for this situation there is a solution.

Thermo's system gets perect kill-cash conversion and takes splash into account.
http://www.staredit.net/index.php?showtopic=1732
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-06 at 13:44:33
ARGH! This thread is making me scream out loud.

QUOTE
well that is simple... your trigger is wrong it should read like this:

players: Force Heros

Conditions: Current player kill score is AT LEAST 50

Action: Modify score for current player: add 24 custom
Modify score for current player: SUBTRACT 50 kills
Preserve


this way it doesnt matter if you kill a million guys with 50 points each... except for bnet only checks triggers about once every 2 seconds with a hyper(or so i heard) so it could be a rather slow countdown on the other hand you could do this:
Players:
Force heroes

Condition:
Current Player kills score is exactly 50

Actions:
Modify score for current player: Add 24 custom
Modify score for current player: set to 0 kills
Preserve trigger


and then add


Players:
Force heroes

Condition:
Current Player kills score is exactly 100

Actions:
Modify score for current player: Add 48 custom
Modify score for current player: set to 0 kills
Preserve trigger

see its just math... any more questions and you can pm me if this works (hopefully) or you can simply post up here agian... rate me if this helps!


This is the old and noobish UNBALANCED way of doing it. Noobs use it because it is easy to create and understand. You really shouldn't have mapmaking skill "advanced" if you dont know that. dots.gif
Well, I guess if you make 64 million triggers it might work.... Hero arbiters give you 4600 KP then you have to account splash...


THANK YOU Moose for posting the best way, please get Yoshi to TEAR DOWN that decade old tutorial and put a new one up. (either themo's or the set to 0 method; set to 0 because its much easier to understand).

mad.gif ranting.gif mad.gif
Report, edit, etc...Posted by Sama- on 2004-08-06 at 13:51:37
wow man... i was just trying 2 help someone out no need to get so pissed man, and he didnt even understand what i was saying wheni told it to him... look at his method, mines a step above and i didnt want to confuse him.. he even got confused after i tried to explain it... so lay off dude
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-06 at 13:53:39
QUOTE
wow man... i was just trying 2 help someone out no need to get so pissed man, and he didnt even understand what i was saying wheni told it to him... look at his method, mines a step above and i didnt want to confuse him.. he even got confused after i tried to explain it... so lay off dude


Sorry i got a little mad, but still... You should be "Average". It's just thats like the 14th thread in the past month about kills for money and it's driving me insane. Bolt should post a tutorial like he did the random triggers one.

QUOTE
mines a step above


No, not really. He almost had the best of the easy methods which is:

Current player kills score at least 1

-set current player kills score to 0
-add 1 custom
Report, edit, etc...Posted by Sama- on 2004-08-06 at 13:59:14
wait... i will set my thing to average (just for you smile.gif ) but i have 1 last question... if guys do splash with ur method then they could be loosin a kill or 2 so wouldnt u have to have subtract
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-06 at 14:03:03
QUOTE
if guys do splash with ur method then they could be loosin a kill or 2 so wouldnt u have to have subtract


THat's why i said it's the best of the easy methods. Killing 2 units at same time loses some kills, but using subtract either unbalances it or requires a ton of triggers. If you want a flawless method click on the link in Moose's last post.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-06 at 14:03:34
Or, if you'll only be killing the same unit, then you can subtract that units score and it will work perfectly.
Report, edit, etc...Posted by Sama- on 2004-08-06 at 14:05:19
agreed, but i doubt his map will only have the same unit, and if it does im not sure how popular it will be... im pretty sure his units will all have a score divisible by 50... or that could just be what i thought up...
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-06 at 14:07:49
QUOTE
Or, if you'll only be killing the same unit, then you can subtract that units score and it will work perfectly.


Right, I was gonna say, how often does THAT happen. tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-06 at 22:31:33
QUOTE(DT_Battlekruser @ Aug 6 2004, 01:07 PM)
QUOTE
Or, if you'll only be killing the same unit, then you can subtract that units score and it will work perfectly.


Right, I was gonna say, how often does THAT happen. tongue.gif

Have you ever played a defense map?
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-07 at 14:33:35
QUOTE
Have you ever played a defense map?


Uhh, yea and I have never played one where every level is the same unit... dots.gif

I guess you haven't played one question.gif
Report, edit, etc...Posted by Stereo on 2004-08-07 at 14:38:37
Yea, but how many have 2 different units in one level? Not many. The map is definitely keeping track of what level it's on somehow, so you can just key your "points" triggers to follow along with this.
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