Staredit Network

Staredit Network -> UMS Showcase -> Kills to Cash, 1 Trigger Idea
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-12 at 17:12:55
[MOVE] biggrin.gif A Great cash for Kills Method biggrin.gif [/MOVE]

Trigger
Players:
¤ Player or Force that will gain money
Conditions:
¤ Computer Player has suffered deaths of atleast 1 of "desired unit"
¤ Current Player Kills atleast 1 of "desired unit"
Actions:
¤ Modify Death count: Subtract 1 of "desired unit"
¤ Set Resources: Add "desired amount" for Players or Forces
¤ Preserve Trigger


[MOVE]And there you have it, it's a simple counting method used in Space Pirates and many of my RPG's that works, you may have to include hypper triggers though if you want instant reaction time.[/MOVE]
Report, edit, etc...Posted by Ultimo on 2004-11-12 at 17:44:14
Um... no that wouldn't work. For one, you need to get rid of the " at least one kill "but you can't subtract kills, you can only subtract kill score.

The system I use is,
"Current Player kill score is at least 50"
"Enemies suffer at least one death of zergling"
"Modify Kill Score: Set to 0"
"Modify Deaths: Enemies set to 0"
"Add 1 minerals"
"Preserver trigger"

Of course, this system has its flaws since two deaths at one time o.O
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-12 at 19:33:09
If you bothered to test this in a actual game a few times you would realize it wouldn't work. Say for an example your player 2 you kill a unit and you get the kill and the comp suffers a death. Since you can't subtract your kills that value is like a switch that can't be cleared. So if you kill another unit you will get a kill again, it will work as long as another player kills a unit. When player 1 kills one of the same kind of unit he will get the reward because his trigger fires first. Then every time following the first player will get the reward because the triggers have no way of detecting who actually killed the unit.
Report, edit, etc...Posted by qPirateKing on 2004-11-12 at 20:10:37
Yea, Bolt's correct. You probably should have tested this in a multiplayer game. Also, this doesn't belong in this forum. Move it to concepts or delete it.
Report, edit, etc...Posted by ChaosRyder on 2004-11-12 at 20:15:36
Yeah thats it because you would not be able to substract kills you need to substract kill score. I saw alot of people using switches like:

Trigger
Players:
¤ Players Concerned
Conditions:
¤ Current Player kill score is at lest 1 *desiered unit*
¤ Switch 1 is cleared
¤ *player that suffers kill* death score is at least 1 *desirerd unit*
Actions:
¤ Set Kill score for current playe to 0
¤ Setr death score for the other player to 0
¤ Set switch 1
¤ wait 2000 milisecondes
¤ Clear Switch 1
¤ Preserve Trigger

Or something like that. I dont know if it will work.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-12 at 21:20:19
Real kills to cash methods can be found here:

http://www.staredit.net/index.php?act=tuto...lls%20to%20Cash

So called 'Perfect' method can be found here:

http://www.staredit.net/index.php?act=tuto...39;Perfect'
Report, edit, etc...Posted by iamandragon on 2004-11-13 at 08:12:34
That...that's not perfect...Salad's better.
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