I want to include double kills and triple kills in my map, but i'm not sure how to do this without using a timer or a wait action. I can't use the timer because i'm already using it for something else on the map and i can't use the wait action because i'm using hyper triggers. Any ideas??
Sorri to ask.. but can you explain what you mean by double and triple kills? I'll try and help if you care to explain those two.
I think he means like in Halo or Unreal Tournament where it tells you when you've killed someone really soon after you killed someone else. I'd just have it add to a Death Counter whenever you kill someone. Make it so that there's a trigger subtracting one from the Death Counter every time the triggers fire. Then, make it so that if you kill someone while the deaths are 1 or above, display the message. Is that a confusing explanation?
Oh lol, sorry forgot to explain them.
a double kill is when you kill 2 units really fast, like withen a time limit.
triple kill is the same but 3 in a row.
They have double kill in page.. thats the only SC game ive seen it in.
It's in Unreal Tournament if you've ever played that game.
Edit: you beat me to it nozomu.
I don't think i understand what you mean.. without a wait timer what i think your saying wouldnt work.
Well....
Use the death count and set it to 0 at each 3000 milliseconds...
-1kill: 1 frag
-2kill: Double frag
-3kill: triple frag
Ps: Splash unit screw the death counter, so use Hyper triggers...
Yeah, that's pretty much impossible for a Triple kill if the unit isn't a Tank, Reaver, Sair, Lurker, HT, or archon.
Depends on the map Kao. Anyway...
If you dont want to use hypers then you could just make like 4 triggers. One that has a wait that sets the kills to 0. And the three that checks the kills and then works off of them.
So the only one you really need to know is something like:
Conditions:
Always.
Actions:
Wait 3000 miliseconds.
Set kills to 0.
Preserve trigger.
EDIT: Sorry, you ARE using hyper triggers. Well then, you need something to use as a 'custom' wait. You can use custom score or deaths of certain units that won't be dying in your map. So it would look something like this:
Conditions:
Player Custom score is exactly 0.
Actions:
Set Kills to 0.
Modify Custom score for Player: Set to 40. (approximately)
Preserve trigger.
And another trigger that subtracts the 'custom' wait.
Conditions:
Player Custom score is at least 1.
Actions:
Modify Custom score for Player: Subtract 1.
Preserve Trigger.
Errr.. didn't i say i couldnt use waits.
I didn't think you could use waits when using hyper triggers..I can't atleast.
When i try to the trigger just stops working where i put the wait.
Edit: I could do it if i could use waits..
Edit again: I am already using hyper triggers, and i need them.
Ah, you caught me while editing. Re-read my post.
Okay thats a custom timer, but how do i base double and triple kills off of that?

man, thats the easy part. You just make three triggers for each kill count. And make sure you use exactly. They should look something like these:
Conditions:
Switch "1 Kill" is cleared.
Player kills exactly 1 men.
Actions:
Set Switch "1 kill".
Display message "One Kill, Meow!".
Preserve trigger.
Conditions:
Switch "2 Kill" is cleared.
Player kills exactly 2 men.
Actions:
Set Switch "2 Kill".
Display message "DOUBLE, BOO!".
Preserve trigger.
Conditions:
Switch "3 or More Kill" is cleared.
Player kills at least 3 men. (what if they kill more than three? OOH)
Actions:
Set Switch "3 or More Kill".
Display message "Tripple, ROAR!!!!".
Preserve trigger.
And then in the trigger that sets the Custom score to 40, you just clear those switches. That way the trigger doesn't run of 30 times for a single kill.
They have to do it fast though, they can't just kill one guy and wait 2 minutes and kill another and have that be a double kill.
Here, I got a way:
-always
==
-subtract 1 death of nexus (or whatever)
-preserve trigger
(somehow put a wait in here so it subtracts in the correct amount of time, the wait can be any type, whether a unit traveling another place or a building dying)
-kill score is at least 1
-suffered at most 0 death of nexus
==
-set kill score to 0
-add 5 deaths of nexus
preserve trigger
-kill score is at least 1
-suffered at most 5 death of nexus
-suffered at least 1 death of nexus
==
-set kill score to 0
-add 5 deaths of nexus
-display "double kill"
-preserve trigger
kill score is at least 1
-suffered at most 10 deaths of nexus
-suffered at least 6 deaths of nexus
==
-set kill score to 0
-add 5 deaths of nexus (<-- if you want to keep going with this)
-display "triple kill"
-preserve trigger
I think that should work.
No offence Chu but you have no idea what your talking about.
Nozomu hinted on a way to do it Cheeze spelled it out. And for Cheeze's first trigger you don't need a wait. Just increase the values and use the triggers fireing rate as your timer. about 12 trigger exicutions per second
Coop's skill says "Average", but if he doesn't understand variables he should set it to beginner. What I said should make sense to any average map-maker.
I though that my triggers were okay... still less complicated than cheeze...
Bolt I know exactly what I'm doing. The triggers might not be written down the same way because I don't remember every single condition and action and what they say. But to do what he wants to do, my triggers work.
Well, maybe say you have the condition being that the player kills at least 1 unit, and then it makes like a 3 second count-down timer or something, and if the player kills another unit or 2 within the 3 second timer he gets a double or triple kill.
QUOTE(Chu @ Dec 29 2004, 08:35 AM)
Bolt I know exactly what I'm doing. The triggers might not be written down the same way because I don't remember every single condition and action and what they say. But to do what he wants to do, my triggers work.
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Chu you explained how to make a counter then explained an unrelated system that wont work for what he needs it for. The problem is your conditions uses "kills" not kill score or anything like that.
Since you can't set killscore back to 0 each of those triggers would happen only once, and since there is no time restriciton they will simply happen when you kill your 1st 2md amd 3rd units.
He wanted a system to display double kill or triple kill when you Killed more than one unit in a short amount of time.
PS. Minimoose there isn't any reason to close this thread, the host hasn't confermed it to work and no one is spamming.
Another feature would be to add onto Cheese's system on the Conditions to select the unit in question, so that you can slowly test and compare speeds of fire for the different units, that can be used.
Then set the Nexus Deaths accordingly for each one, a lot more triggers, but extremely accurate.
I like this way better. It works good and i can adjust it to fit my map good.
I attached it if anyone wants to see.. it's pretty simple the way i did it. Only requires a small amount of space, which i can spare on my map.
No, I just messed up when making them. I know I should be using score. Next time I'll just open up staredit and find out what they say word for word and then copy it.
Sorry If I confused anyone with my triggers. They are stupid.
Wow i just realized something.. err im an idiot..
In my game it's player vs player, so you kill other players and so my idea doesnt work then because you wouldnt no who killed the person.
QUOTE(Coop @ Dec 29 2004, 07:32 PM)
Wow i just realized something.. err im an idiot..
In my game it's player vs player, so you kill other players and so my idea doesnt work then because you wouldnt no who killed the person.
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I don't see why it won't work... besides the fact that you need at least 3 triggers per player. So, if player 1 kills player 2, three triggers will fire for this event. Make it so instead of using "current player", your using player 1, 2, 3, ect... But, this is my opinion and there might be a simpler way to do thisIts because it works of of death counts not kills. When your detecting if a player dies you don't know who killed it.