Staredit Network

Staredit Network -> UMS Assistance -> Kill for minerals
Report, edit, etc...Posted by Flibo on 2006-11-08 at 08:42:01
Methods you are using for this?

I don't want to do thousands of triggers.

I know there are tutorials for this, but i don't really get the "kill for cash (perfect)" one.
Report, edit, etc...Posted by Ichi on 2006-11-08 at 08:55:01

Trigger
Description:
Kill for cash
Players:
¤ Player
Conditions:
¤ Score(CurrentPlayer, AtLeast, 1, Kills);
Actions:
¤ SetScore(CurrentPlayer, SetTo, 0, Kills);
¤ To know how many you kill add minerals or use deadcounters
¤ for example
¤ SetResources(CurrentPlayer, Add, 1, Gas);
¤ PreseveTrigger();



Trigger
Description:
Add cash
Players:
¤ Player
Conditions:
¤ Accumulate(CurrentPlayer, Exactly, 10, Gas);
Actions:
¤ SetResources(CurrentPlayer, Add, 10, Ore);
¤ SetResources(CurrentPlayer, SetTo, 0, Gas);
¤ PreseveTrigger();


I don't know if splash really matter, becouse Tarpit defense uses it...
Report, edit, etc...Posted by roryfenrir on 2006-11-08 at 09:51:33
I just do it like
Conditions:
Score(kills,atleast,1,current player);
Actions:
Setscore(kills,set,0,currentplayer);
setminerals(add,1,ore,currentplayer);
Preserve();
Report, edit, etc...Posted by Flibo on 2006-11-08 at 11:37:23
I just keep constantly getting more minerals, like if i kill 1 unit, then i get every second 1 mineral.
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-08 at 11:41:03
You shouldn't if you're using current player and setting the kills score to 0.

Anyway that way of doing kills 2 cash doesn't account for splash damage or tell you what unit got killed (at least not easily), but otherwise it works. For that you'll need the perfect method, which uses up some terrain, a few units, and requires a player slot devoted for its purposes. I wouldn't recommend it unless it was really important for whatever you need to do.

EDIT- There's another way that doesn't use the extra player slot, but its much more complicated so I wouldn't recommend it if you're having trouble with just the basic methods.
Report, edit, etc...Posted by Flibo on 2006-11-08 at 11:44:23
Uh, i got it to work, but splash damage really affected it, i got 11 minerals instead of 20

EDIT:

Im having problems with the "perfect" one because it's not explained well :/

EDIT2:

Yeah correct.
Report, edit, etc...Posted by spinesheath on 2006-11-08 at 11:44:35
I think you are making the usual mistake: You are using the condition "playerX killed at least Y units" and then set the kills score to 0.
But "Kills" and "kills score" are 2 different things. You can't modify the kills amonut, only the score.

EDIT: ok forget it wink.gif What affects it is not only splash, but actually just the fact of killing several units at the same time.
Report, edit, etc...Posted by sharf on 2006-11-08 at 17:48:09
ok well i have two ways, if you want 1 gas or w/e per everykill just do


current player kill score is atleast 1(score kills not actual Kills)
----
set killscore for current player to 0(set score kills to 0)
add 1 mineral
preserve

but if u want like 1 as and 5 exp for a ling 2 gas and 10 exp for a hydra it requires a slightly more complex but easy trigger set, if thats what you want just ask.
Next Page (1)