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Staredit Network -> UMS Assistance -> Kill to Cash...Why isn't it work?
Report, edit, etc...Posted by hata711 on 2005-01-13 at 09:03:24
I had read the article of Kill to Cash in tutorial.
However, it seems like not working on my map. cry.gif
Could anyone gives a specific detail of the trigger's setup?
Thanks! smile.gif
Report, edit, etc...Posted by Nozomu on 2005-01-13 at 09:18:02
Players:
Player for whom you want the trigger to activate - probably the human players.
Conditions:
Current Player Kills Score is at least 1.
Actions:
Subtract 1 Kills Score for Current Player.
Set Resources: Add 1 Minerals for Current Player.
Preserve trigger.

Players:
Player for whom you want the trigger to activate - probably the human players.
Conditions:
Current Player Kills Score is at least 10.
Actions:
Subtract 10 Kills Score for Current Player.
Set Resources: Add 10 Minerals for Current Player.
Preserve trigger.

Players:
Player for whom you want the trigger to activate - probably the human players.
Conditions:
Current Player Kills Score is at least 100.
Actions:
Subtract 100 Kills Score for Current Player.
Set Resources: Add 100 Minerals for Current Player.
Preserve trigger.

Works best with hyper triggers, but those should get the job done.
Report, edit, etc...Posted by hata711 on 2005-01-13 at 09:42:33
Ermm...i followed your instructions but my minerals run from 0 to 9800 after 7 kills? what happened...
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-13 at 10:29:04
You are using the old and outmoded (SEE CHU?) system of KTC. For one-kill to one-mineral conversions do this:
Trigger
Players:
¤ Players killing things
Conditions:
¤ Current Player kills score is at least 1
Actions:
¤ Set Current Player kills score to 0
¤ Add 1 mineral for Current Player
¤ Preserve


This requires hypertriggers. It is pretty accurate, but not perfect. Refer to the tutorials for more methods.
Report, edit, etc...Posted by chuiu on 2005-01-13 at 11:26:36
DT, shut the censored.gif up right now.

hata, if you used the exact triggers that Nozomu created then you will get 1 mineral per kills score. Which means if you kill a zealot you will get 200 ore. If you kill a zerling you will get 50 ore and if you kill Kerrigan you will get 4000 ore.

You need to customize the amount minerals per kills score you give to players so that it satisfies your map. If you only want 1 mineral per kill of a unit then you go by the method that DT insists is the greatest and only method that all pro's use in every map they have ever made. Just take a look at his maps! (if you can find them)
Report, edit, etc...Posted by ChaosRyder on 2005-01-13 at 13:28:04
Ya, thats the thing. IF you want to do the unit give different amout of cash use Nozomu's way, but don't give 1 mineral per Kiil score. DO like 10-20 kills score kive you 1 mineral. So like that you won't get billions of dollars.

Do:

Players:
Player for whom you want the trigger to activate - probably the human players.
Conditions:
Current Player Kills Score is at least 10.
Actions:
Subtract 10 Kills Score for Current Player.
Set Resources: Add 1 Minerals for Current Player.
Preserve trigger.

Players:
Player for whom you want the trigger to activate - probably the human players.
Conditions:
Current Player Kills Score is at least 100.
Actions:
Subtract 100 Kills Score for Current Player.
Set Resources: Add 10 Minerals for Current Player.
Preserve trigger.

So, Like this the guys will get 20 minerals for killing a zelot, 5 form killing a zergline, 10 for killing a Unclenea On and etc. I think you can find the kill score of the units somewhere in tutorial database or somewhere else on the site.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-13 at 18:23:08
QUOTE(Chu @ Jan 13 2005, 08:26 AM)
DT, shut the  censored.gif  up right now.

hata, if you used the exact triggers that Nozomu created then you will get 1 mineral per kills score.  Which means if you kill a zealot you will get 200 ore.  If you kill a zerling you will get 50 ore and if you kill Kerrigan you will get 4000 ore.

You need to customize the amount minerals per kills score you give to players so that it satisfies your map.  If you only want 1 mineral per kill of a unit then you go by the method that DT insists is the greatest and only method that all pro's use in every map they have ever made.  Just take a look at his maps! (if you can find them)
[right][snapback]124491[/snapback][/right]


Look thing with the system, is what most people are looking for is 1 kill to 1 mineral conversion. I DO NOT say that this is the only good method. I only say that the other method is old and has little place. it always confuses newbies who don't want the issue of scaling kills.

QUOTE
Just take a look at his maps! (if you can find them)


yeah, go to the DLDB and look up Spell Defense. Tell me what method I used.
Report, edit, etc...Posted by chuiu on 2005-01-14 at 01:13:27
I don't know about you, but most of the maps I've played have Kills to Cash conversion the way I prefer.

Though it's rare when someone does it right.
Report, edit, etc...Posted by hata711 on 2005-01-14 at 01:23:41
Thanks to all ~
I've done it already and it works fine...
All you have to do is just convert the points into minerals smile.gif
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