ARG! This PISS ME OFF!! Im working about 2 hours to make The F

G trigger work!! I want a system for each 10Kills he got 1$.
I have done:
Condition:
"X" score at least 10 kill
Action:
Display:.......
Add 1 mineral
Set score to 0 kill
preserve trigger
(i don't want to do 100, 200,300 kills.... ect...)
But in the game it's always show me:
..............+1
..............+1
..............+1
..............+1
Constantly... Piss me off really hard!!!
I said I was gonna scream. AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
HHHHHHHHHHHHHHHHHHHHHHHHHh
It's because kills score and kills are different. You get 50 kill score for killing a Zergling
and 4600 for killing a hero arbiter. Here is a simple method:
-current player kills score is at least 1
-set current player kills score to 0
-set current player's custom score: add 1
Then custom scoe ~= kills.
NOW SOMEBODY MAKE A TUTORIAL ON THIS BEFORE I GO TO THE NEXT NEWBS HOUSE AND MURDER HIM!

no no no... i think you should
SUBTRACT
haha im just messing... just follow bc otherwise he will kill me

There's already a tutorial .. in the map making tricks and help. It also has the whole score/list of the kill score system.
No ... there ... is ... not ... a ... TUTORIAL!
The decade-old one doesnt count because as I have said 5 times already today, it is UNBALANCED!!!! Someone fix the tutorial so we can stop seeing these questions!
I read most of the info in the map making tricks & help before i registered for the fourms, it has alot of useful stuff, including minerals for kills. Maybe you should go read it and learn.
im starting to undestand dr after reading the same post about 20 times... its unfair because lings give u 50 kp and hero arbs give you like 6+k? and then thats not fair!!!
so im in agreement with dt!
I have a tip for dealing with that, you can use kills of specific units to get more minerals. example: you kill zerglings, marine, and other weak things you get 1 mineral, stronger things give you 2 or 3 and go from there. Also keep in mind that kill SCORE is different, where zerglings give your 50 and hero units give you thousands, if your going to use kill score you have to make the units that give you more points, stronger. or try to use weak enemys for the enemy units, like broodlings (25 points) and zerglings (50 points)
Thx DT Im going to kiss you!

God only knows how many threads could be avoided by just reading the extremely CLEAR, CONCISE, and DETAILED information in the tricks database. You guys are silly; stop wasting everyone's time and just read more carefully.
QUOTE
God only knows how many threads could be avoided by just reading the extremely CLEAR, CONCISE, and DETAILED information in the tricks database. You guys are silly; stop wasting everyone's time and just read more carefully.
No you two are silly. As I, now Sama and Seasse understand, the tricks and help about kills for minerals is OLD. (that's why it stinks.) IF you use their system and you have say a ling level and a hero arbiter level for each ling you would get 1 mineral, for each hero arbiter you would get 92 mineral.
QUOTE
I have a tip for dealing with that, you can use kills of specific units to get more minerals. example: you kill zerglings, marine, and other weak things you get 1 mineral, stronger things give you 2 or 3 and go from there. Also keep in mind that kill SCORE is different, where zerglings give your 50 and hero units give you thousands, if your going to use kill score you have to make the units that give you more points, stronger. or try to use weak enemys for the enemy units, like broodlings (25 points) and zerglings (50 points)
Yes that could work but it would be annoying with which units to send you having to follow that pattern. Like saying "I'm gonna make a d map without editiing Unit HP so the first level have weak unit then last have strong."
Scourges give 175 so its no good just subtracting 50 anyway

Someone should go through thermo's method, figure out how it works(if they don't know yet), and explain it more simply, possibly with an example map.

I think I could cut down the number of triggers it uses but I would have to try out stuff.
I can tell how it works. It's based on kill numbers and the "Most Kills" condition. The computer starts with a free kill. You kill something, you get tied and get a mineral. A unit is created for all players except the one who got the kill to rebalance the number.
That's an awesome method. Here I made a test map of it. Not sure if it's exactly the same as Moose was talking about but it works. I used Hyper Triggers but it will still work, if alot more slowly, without 'em.
I made up a new kill counter just refer people to this one from now on it is much easier.
It still has the same old idea as before just much simpler 3 locations for the entire kill counter and 2 triggers for the main part of the kill counter.
http://www.staredit.net/index.php?act=ST&f=34&t=3557 Maybe i will make up some sorta explination how to add in custom unit scores since a lot of people won't get it still.
QUOTE
Scourges give 175 so its no good just subtracting 50 anyway tongue.gif Someone should go through thermo's method, figure out how it works(if they don't know yet), and explain it more simply, possibly with an example map. biggrin.gif I think I could cut down the number of triggers it uses but I would have to try out stuff.
Themo's method requires some visible brains. Some people are dumb enough just not to get it. THere is no simpler way to explain it.

You could also change the idea, so you can use
1 Kill = 1 Gas, and
10 Gas = 1 Mineral
Except in one of my maps I did this in, it doesn't keep track fast enough. So, you will get more kills then gas.
It will eventually catch if I'm not mistaken. Because each time you earn gas, it will create a unit for everybody to kill, thereby making it so you don't have the most kills. It could be that they units aren't being killed fast enough.
It will definitaly catch up given enough time just that is the problem, you need enough time. You could try creating unique values for units though by creating a new counter it could process multiply units at once then in the same given space which would increase the speed drastically
Ive never had a problem with minerals for kills.
The triggers i made go something like this:
(set to all players)
CONDITIONS:
- Current player Kills score is at least 1.
ACTIONS:
- Modify score for Current player: Set to 0 Kills.
- Modify resources for Current player: Add 1 Ore.
- Preserve trigger.
You kill something, you get a mineral. Simple as that.
Kenoli, your counting system only works for single-non-splashing-units. Splash dmg units that kill more than one will only give you 1 min everytime no matter how many units you kill at once.
I used triggers like this is RPG type maps or defense maps where you usually kill one unit at a time. If your making a map where you kill large amounts of units at once, you might have to use something else...but i usually dont make maps like that so i stick with the trigger. Its simple and easy, and it works for most of the maps i make.
On the map I used the 20 gas to 1 hero, it would only register about 15-17 of the 20 because it was a stacked air defense map and you'd kill them in the same space rather then seperated.