The Triggers:
Trigger("Player 3","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
Score("Current Player", Kills, At least, 700);
Deaths("All players", "Infested Duran", At least, 1);
Actions:
Set Resources("Current Player", Add, 11, ore);
Set Score("Current Player", Subtract, 700, Kills);
Set Score("Current Player", Add, 500, Razings);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Deaths("Current Player", "Infested Duran", At least, 1);
Actions:
Preserve Trigger();
Set Deaths("Current Player", "Mineral Chunk (Type 1)", Set To, 6);
Set Deaths("Current Player", "Infested Duran", Subrtact, 1);
}
problem:
if p3 kills a unit from p2, p3 wont get money, because the triggers of p2 are checkd first.... (deaths -1)
->>>>>>>> how can i get around this ?
all 8 players can kill... so all kills should be checkd first and then the kills shall be reseted...
i would like to find an easier solution than putting the death-reset-triggers all into p8-triggers which are checkd latest... with that solution i will have to modify many triggers....
If you want minerals per kill, make it like the score "at least 1" instead of "at least 700".
Also, you can combine those triggers to make 1 trigger, so it'd look something like this
CODE
Conditions:
Current Player has suffered at least 1 death of Duran
Current Player has at least 1 Kills
Actions:
Set Kills to 0
Set Razings to 500
Set Deaths of Duran to 0
Set Deaths of Mineral Chunk 1 to 6
ADDITION:
I don't recommend using Razings, unless there is no building killing involved.
i dont want that every kill gives the same amount of minerals.... i've created my own system... the only point is, that this doesn't work with this trigger order...
btw. ur trigger wont have the effect u describe.....
i want 2 steps of triggers....
1. p3-8 get minerals and razings for their kills (for every killd unit atm something else.....)
2. the deaths of every unit -1 (set to 0 won't have the effect i wanted...)
(like the trigger in the introduction text)
How about you EXPLAIN in FULL DETAIL what you want.
What the OP wants is quite simple, and falls onto two players, the Killer and the Victim.
Killer: Upon killing Infested Duran, the player should gain 11 minerals and 500 razings, and have their kill score reset.
Victim: Upon losing Infested Duran, the player should suffer 6 deaths of Mineral Chunk (Type 1), and having deaths of Infested Duran subtracted by 1, but NOT set to 0.
The players are 1-8.
I'll ponder over this myself, but I'm running quite low on caffiene/energy (cursed turkey and it's drowsiness chemical thingy), and the only solution I can think of at the moment is once the killer gets their reward, set a switch, which then allows the second trigger to fire and subtract the victim's death count.
that's an alternative, using switches, but then the kills wont be given in evry trigger turn..... dam delay ;P i dont like that, because this system works best if everything happens in 1 trigger turn....
(because the players can get little armys and splash units....)
ok, I found another solution. maybe it's not the best one....:
p1 becomes the total control over all kill to xp and cash....
I only need per unit 12 triggers... =/
wuhu, it works properly
From what I've seen in my own editing experience, the triggers set for 'all players' and '[force]' are run before the triggers set for individual players, even when they're activating for the same player. Try setting the players on your second trigger to players 1, 2, 3, 4, 5, 6, 7 and 8, rather than all players (be careful it stays below the first trigger), then run it again and see what happens.
if u select all player groups in scmdraft2 trigedit(classic) u can see the trigger in their order.....
sc stats to check all triggers from p1 (even if it's p1, force1 or all players)
then from p2, then p3, p4, p5, p6, p7, p8....
but i solved my problem..... with many triggers
Glad it works, sorry we couldn't bring about a quicker solution.