Staredit Network

Staredit Network -> UMS Assistance -> Help Unit Keep Spawning
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 15:02:19
Hey guys,

I got a new idea, and working hard on this map. Problem is....unit keep spawning. This map is unique, here is the triggers giving me trouble:


Condition:
Current Player Kills 1 zealot
Action:
Create one zealot for current player at "collect here"
Modify Score for current player subtract one kill helpsmilie.gif helpsmilie.gif
preserve trigger

What action am i supposed to use to balance this trigger so it always works but doesn't spawn 1000000 after killing 1 zealot? helpsmilie.gif

LegitXeris
Report, edit, etc...Posted by eXile5 on 2004-11-11 at 15:13:21
Try modifying the kills for the person whos having their units killed.
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 15:20:24
That won't work because..... this game is FFA with 8 players, so it could be anybody who loses that unit.

legitXeris
Report, edit, etc...Posted by Deathknight on 2004-11-11 at 15:22:21
It doesn't work because you can't subtract kills.
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 15:25:24
oh man, can't subtract kills?

that means i'm gonna have to make 1000 triggers, because i have 8 players with 8 different locations, and 36 different units !!!

for example:

Condition:
current player kills 1 wolverine

action:
create 1 wolverine for current player at "player 1 collection"


Condition:
current player kills 2 wolverine

Action:
create 1 wolverine for current player at "player 1 collection"
Report, edit, etc...Posted by eXile5 on 2004-11-11 at 15:34:52
Then you're going to have to make invidividual triggers for every amount of kills.

Edit - Yeah. I didn't see your post.
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 15:41:03
Can anyone think of anyway around this kill trigger?

I just want every player to be able to collect the unit they kill without having to make 1000 triggers

LegitXeris
Report, edit, etc...Posted by KaboomHahahein on 2004-11-11 at 16:48:57
Will it work if

Condition

(guy that loses Zealot)Suffers atlest 1 unit
Current player killes alteast 1 zealot

Action

Creat 1 Zealot at spawn

I'm not sure how and what your map is but will that work?
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 16:56:06
wow hey that might actually work but i have to adjust the action a bit

maybe

Condition
player 1 suffers 1 zealot
player 2 kills 1 zealot

Action:
create 1 zealot for current player at "player 2 spawn:
modify death count for player 1 subtract 1 zealot
preserve trigger

what do u guys think, i'll try it... but even if it works, i'll have to make 100 triggers
instead of the original 6500

LegitXeris
Report, edit, etc...Posted by KaboomHahahein on 2004-11-11 at 17:05:47
Just though of this...

Will it work if you have switches and say if you command 1 zealot at "collect here" you clear a switch so then the switch that kills the zealot is cleared so it won't make any more zealots unless you move the zealot out? I'm not sure if it will work it was just a thought.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-11 at 17:12:22
isnt that how they do it for golem maps, one for every 20 kills or so? but im pretty sure there are editors that help you create the triggers quickly other than that, you would have to do it manually (fyi i didn't read most of the posts)
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-11 at 17:36:57
You can have the Kill score from Leaderboard points changed, that would save a lot of triggers, but I think that works universally on all units. If you end up having to make 1000 triggers, use this program.

http://www.scindex.com/downloads/?fileid=177
Report, edit, etc...Posted by LegacyWeapon on 2004-11-11 at 17:48:47
Hem hem...
You cannot subtract kills as people have already told you.

http://www.staredit.net/index.php?download=880
We also host SCTrigger on SeN tongue.gif

and

You can use the perfect kill to money method.
http://www.staredit.net/index.php?showtopic=6314

You set what to do for each kill of a unit. Just make a set a switch or add a death count. Then when you spawn for a player, subtract a death count or clear the switch.
Report, edit, etc...Posted by NeoNightmareX on 2004-11-11 at 18:07:30
couldn't he make a custom leaderboard and call it Kills, then for he COULD subtract "kills" couldn't he? it would be a lot easier
Report, edit, etc...Posted by LegacyWeapon on 2004-11-11 at 18:28:49
But he wants to specify for each different kind of unit doesnt he?
Report, edit, etc...Posted by NeoNightmareX on 2004-11-11 at 18:41:11
so he specifies them, thats not a problem is it? can't he specifie them with the custom one?
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-11 at 18:45:43
NeoNightmareX did you even think about what you are saying? If the ORIGINAL kills counting DOESN'T work.. then it's not going to work if you take that value and move it into Custom. That doesn't even make sense.

The tutorials database has 5 different methods for doing this. Go check it out. Kills to Cash is the name of the topic.
Report, edit, etc...Posted by LegitXeris on 2004-11-11 at 23:50:48
Hey guys, thanks a lot for help,

I figured it out, for every unit i have (36 units), i need a separate trigger for all 8 players. I face another problem; consequently, ...... If anyone kills a unit where its owner left the game, then there would be an infinite spawn of that unit. anyways, Here's how i did i got the Collecting units theory to work.

Players:
Player 1

Condition:
All players suffered at least 1 zealot
Current player kills at least 1 zealot

Action:
Modify Death count for all players subtract 1 for zealot
Create 1 zealot for current player at "Player 1 collectable"
Preserve Trigger

Another example is

Players:
player 2

condition:
All players suffered at least 1 zergling
current player kills at least 1 zergling

Action:
Modify death count for all players subtract 1 for zergling
create 1 zergling for current player at "player 2 collectable"
preserve trigger

I face new problem...... can someone tell me how to auto kill all units owned by a player who left game or dropped ?? I know there is a trigger where it could give those units to other players but i don't want to distribute them.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-12 at 09:55:12
Woo hold on buddy you havn't solved the first problem yet. That will work just fine IF you only intend it to run for player 1.

There is a tutorial here on distributing a players units once they leave the game.
Report, edit, etc...Posted by LegitXeris on 2004-11-12 at 12:44:59
QUOTE((U)Bolt_Head @ Nov 12 2004, 02:55 PM)
Woo hold on buddy you havn't solved the first problem yet.  That will work just fine IF you only intend it to run for player 1.

There is a tutorial here on distributing a players units once they leave the game.
[right][snapback]97736[/snapback][/right]



Your right, as of now, i'm having problems with trigger after someone leaves game. If a person kills a unit after the owner leave/drop game, then it will spawn infinitely. I plan to kill all units owned by P12 does this work

Players
all

condition
always

action
kill all units owned by P12 at "Arena"
preserve trigger
Report, edit, etc...Posted by LegacyWeapon on 2004-11-12 at 14:44:46
Next time, please try it yourself first tongue.gif

Yes it should work.
Report, edit, etc...Posted by Deathknight on 2004-11-12 at 16:06:24
Wait... what was the reason of making a trigger for every single unit? Why can't you do "Any Unit" instead?
Report, edit, etc...Posted by LegitXeris on 2004-11-12 at 23:34:56
I cannot use "any unit" because this map is collecting heroes.

Therefore, if you kill a zealot, you get a zealot. if you kill a archon u get a archon, it has to be very specific.

I have another problem.... this map is giving me the hardest time ever spent 10 hrs. in 2 days only !! Please help me out i'm very very frustrated because this is the last trigger i have to worry about. helpsmilie.gif

The trigger i introduced earlier

Player: (player 1)2,3,4,5,6,7,8
Condition:
current player kills at least 1 zealot
all players suffers at least 1 death of zealot

action:
create 1 zealot for current player at (player 1 collection)
modify death count for all players subtract 1 zealot
preserve trigger

another example is

Player: (player 4)1,2,3,,5,6,7,8
Condition:
current player kills at least 1 archon
all players suffers at least 1 death of archon

action:
create 1archon for current player at (player 4 collection)
modify death count for all players subtract 1 for archon
preserve trigger helpsmilie.gif

this trigger works fine in beginning..... but after 3-4 kills of zealot or archon or any other unit, ALL COLLECTED UNITS GO TO PLAYER 1 COLLECTION.

I just thought of something, what if i added this to action

Action:
modify kill count for all players set to 0 kills for zealot

I do not understand why, i checked all triggers for everyone, does not make any sense at all. w00t.gif

LegitXeris
Report, edit, etc...Posted by LegacyWeapon on 2004-11-13 at 00:11:08
#1 You cannot modify kill count, only kill score.

http://www.staredit.net/index.php?showtopic=6314

You should use this method to do your kill one create one triggers.

QUOTE
ALL COLLECTED UNITS GO TO PLAYER 1 COLLECTION.

What do you mean by this, do they all spawn at player1 location and are different units?
Or are they all zealots spawning now?
Report, edit, etc...Posted by LegitXeris on 2004-11-13 at 00:43:32
all units are spawning at player one after 3-4 kills, they are all different units, not only zealot.

example, player 3 kills 1, 2, 3 zealots. those zealots go to his collection. but the 4th kill and 5th etc etc, goes to player one, owned by player one as well.

Legitxeris
Next Page (1)