Okay Ill try to do this in a Trigger form
Kill a Zergling (ANY Zergling, any time, doesnt matter what # kill)
-
Get Minerals
Send Message
I dont know how to make it so that EVERY time you kill it, it does the actions. I tried doing Player 1 kills exactly 1 Zergling, give minerals, but it only works Once. I tried doing Player 7 suffered the death of exactly 1 Zergling, give minerals, but then I cant do independant amounts of minerals depending on what unit you kill. I need it, for example to be like Zergling gives 10 Minerals, Hydralisk gives 20, but EVERYTIME you kill it, no matter when, where, or how many times you have killed it previously, I COULD do that, by subtracting one death of the enemy, but then, how could I do it differently per kill of specific Units and do it per kill without making the minerals go to the wrong player. I cant do Players controlling the Triggers, because then how could I do it right...Please help...I'm not a newbie this is just confusing the heck out of me.
You forgot to do the Preserve Trigger.
I did, kill exactly 1 Zergling, and it only happens once, like I expected. (Including Preserve) and when its at least I get infinate minerals.
If you could subtract kills then it would be awesome but you can't.
Kills at least 1 zergling(You kill one and you will always meet that condition for the rest of the game)
Exactly 1 Ling(It only works once because it's just one and thats it)
At Most 1 Ling(You can only do it once with less than 1)
Yes, it would be awesome. Nevertheless I still need to be able to do what I want, and I still cannot figure out a way to do it. I know, on the Final Fantasy III Map, they did it, but I cant edit it, damn protection. If anyone knows how they did it there, please input help...
Will you have a determined number of zerglings in the map?
If yes then you could just give the player minerals based on how many zerglings are left.
No, it will respawn Units as they are killed after battles. Therefore there will never be no more Zerglings, or any other units for that matter, remaining. Also, even if there were, wouldnt that include a huge annoying trigger that would probably take too much of my time?
*Sighs*. It is almost beyond me as to why people use kills for cash instead of kills points for cash...
Anyways, if player 1 kills 1 zergling, then player 1 gets 50 points for that kill according to
http://www.staredit.net/index.php?act=tuto...20Kill%20Scores. So, I suggest you do something like this:
| Trigger |
| Description: |
| player that gets the minerals, after killing some zerlings |
|
| Players: |
| ¤ player x |
| Conditions: |
¤ player x's points is at least 249
|
| ¤ player x's points is at least 250 |
| Actions: |
¤ give x amount of resources to player x
|
¤ set deaths for player x to 0
|
| ¤ preserve trigger |
Basically, you do the same thing for hydras, except a player that kills 1 hydra receives 250 points.
Im using kills for exp, so I cant do that.
I could use Custom, but then how would I ADD the points to the custom.
Hmmm this is tricky. If you don't expect them to kill to many Zerglings, then use SCtrigger for a bunch of trigs other than that I can't think of much.
Ok here's how I see you're problem:
Use hyper triggers. Then:
Players
-Player that gets minerals for kills.
Conditions
-(The player with the zerglings)'s zergling death count is at least 1
Actions
-Set (that player)'s zergling death count to 0.
-Add 1 mineral to player that's supposed to get minerals.
-Preserve trigger.
This is similar to lives and this is what I use for lives

It works for kills too. It was in my abandoned Cloaked Defence.
Then whenever a zergling is killed all players with that trigger gain 1 Mineral.
QUOTE(ShadowBrood @ Nov 16 2004, 10:23 PM)
Ok here's how I see you're problem:
Use hyper triggers. Then:
Players
-Player that gets minerals for kills.
Conditions
-(The player with the zerglings)'s zergling death count is at least 1
Actions
-Set (that player)'s zergling death count to 0.
-Add 1 mineral to player that's supposed to get minerals.
-Preserve trigger.
This is similar to lives and this is what I use for lives

It works for kills too. It was in my abandoned Cloaked Defence.
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You cant make it death count OF Zergling, or else I would have done that before, unless you mean that Hyper Triggers can do that. I've never done Hyper Triggers before, so I wouldnt know.
Also, how can I make sure that the person who is getting minerals is the person who diserves them?
DT, I expect them to kill loads of them, also, do you know how long I would take to do that for EVERY unit I intend to use? I would have MILLIONS of triggers! Thats why im hoping to be able to do it with only 1 trigger per unit, so I dont have that many triggers!
QUOTE(DT_Battlekruser @ Nov 16 2004, 08:59 PM)
Then whenever a zergling is killed all players with that trigger gain 1 Mineral.
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Na his trigger just gives minerals to the people who suffer the death. Itherway death counts are not the way to go.
QUOTE(PeaceMetroid @ Nov 16 2004, 09:02 PM)
You cant make it death count OF Zergling, or else I would have done that before, unless you mean that Hyper Triggers can do that. I've never done Hyper Triggers before, so I wouldnt know.
Also, how can I make sure that the person who is getting minerals is the person who diserves them?
DT, I expect them to kill loads of them, also, do you know how long I would take to do that for EVERY unit I intend to use? I would have MILLIONS of triggers! Thats why im hoping to be able to do it with only 1 trigger per unit, so I dont have that many triggers!
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You can't do it unless you convert the "perfect kills" system to do it.
Here's a much easier way to counter this problem.
When you run into a zergling on the world map or whatever you're doing, instead of removing that unit or killing it, just leave it alone. And then send the party into battle depending on what unit you came in contact with. I did this with my FF VII map and all worked out perfectly and I never had to worry about remaking new units.
So heres a rundown of the events:
- Party runs into an enemy.
- Stop the location that centers the party unit from centering.
- According to what enemy you ran into, make X number amount of those at the battle area.
- Move the heroes to the battle area.
When the battle is over move the unit back to the location that centers the unit and continue centering location on the unit until he/she gets into another battle.
Your basicly saying that, if the number of units is predetermaned by your battle system you can use simple logic to realize that they must of killed those units created.
For most situations it won't work. If you don't have a FF sytle battle system for instance or if all the players battle in the same area (as in anyone of them could get the kill)
It is a good suggestion however and worth noting.
QUOTE((U)Bolt_Head @ Nov 17 2004, 02:15 AM)
Your basicly saying that, if the number of units is predetermaned by your battle system you can use simple logic to realize that they must of killed those units created.
For most situations it won't work. If you don't have a FF sytle battle system for instance or if all the players battle in the same area (as in anyone of them could get the kill)
Yes I know. But he referred to the Final Fantasy III map, which the method in my previous post would work perfectly for if he plans on doing something similar.
I just don't want him to confuse what was really done to keep track of the kills. He thinks that you get rewarded for killing units when your really just rewarded for surviving units being created. You can count the amount of units created easly, the system doesn't directly count kills. It relies on the assumption of if the unit was created and you survived it therefore you must have killed it.
But of course there are other advantages to using the FF system like your talking about. Since it doesn't count kills you will get credit for units killed with spells and such, where you don't actually kill the unit but a trigger does.
Well theres still no answer to the problem, and the ones people have given I either have no liked or Bolt_Head has countered for reasons that it would be bad (Mostly B before A) If anyone has actually done this sort of thing and knows how to do it, please post here...
QUOTE(KiLLeR2001 @ Nov 17 2004, 03:08 AM)
Here's a much easier way to counter this problem.
When you run into a zergling on the world map or whatever you're doing, instead of removing that unit or killing it, just leave it alone. And then send the party into battle depending on what unit you came in contact with. I did this with my FF VII map and all worked out perfectly and I never had to worry about remaking new units.
So heres a rundown of the events:
- Party runs into an enemy.
- Stop the location that centers the party unit from centering.
- According to what enemy you ran into, make X number amount of those at the battle area.
- Move the heroes to the battle area.
When the battle is over move the unit back to the location that centers the unit and continue centering location on the unit until he/she gets into another battle.
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Wow, that was nothing to do with getting minerals from kills. Either way, Im already doing that, I need a way to get Minerals from kills, which Ive decided to do what Bolt said, and convert the Perfect Kill system or whatever, If someone has an easier way to do this, PM me.