Staredit Network

Staredit Network -> UMS Assistance -> "kills to cash" thing help
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 15:25:05
dammit can some1 plz like make ALL the triggers needed for the kills to cash thing and can you plz make the trigger like EXACTLY like it will on staredit plz? ty
Report, edit, etc...Posted by LegacyWeapon on 2005-10-12 at 15:28:32
Look at the tutorial.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 15:39:19
QUOTE(LegacyWeapon @ Oct 12 2005, 03:28 PM)
Look at the tutorial.
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i did that trigger the exact same way as it is over there but nothing happens....
Report, edit, etc...Posted by flipmonkey on 2005-10-12 at 16:23:39
try using the method i posted up...If it doesnt work...ignore me then lol...JK

ADDITION:
Also u dont have to keep the minerals at 3 and the gas by 1. just simply change it. If you want to get minerals by 1 just change 1 first trigger to 1 mineral then the second one to 2 and so on...
Report, edit, etc...Posted by Subrosian on 2005-10-12 at 16:32:24
QUOTE(Kept_Wheat @ Oct 10 2005, 07:52 PM)
That perfect system doesnt work well with multiple units(ie. kill a ling 1 mineral kill a lot 2 minerals ect.). I'm looking for a system like that.
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It does work with multiple units, unless you mean constantly killing multiple units at a faster rate than the perfect trigger is able to run.

ADDITION:
Flipmonkey, your trigger system is more effective if those triggers are in reverse order and if the "At Most" conditions were removed.

Also that is very very incorrect math! The ore/gas reward should double as the kill score subtraction doubles.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 17:34:41
QUOTE(flipmonkey @ Oct 12 2005, 04:23 PM)
try using the method i posted up...If it doesnt work...ignore me then lol...JK

ADDITION:
Also u dont have to keep the minerals at 3 and the gas by 1. just simply change it.  If you want to get minerals by 1 just change 1 first trigger to 1 mineral then the second one to 2 and so on...
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i know how to do it in that way...
lemme tell you what i said in the first post...

QUOTE(GgG-PlayaR. @ Oct 8 2005, 11:15 PM)
just in 1 - 5 triggers or so?
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just in 1-5 triggers i wanna do it and any1 wanna tell me why the method one on the kills to cash thing wont work?
Report, edit, etc...Posted by LegacyWeapon on 2005-10-12 at 18:03:09
Copy and paste your exact triggers (or the map for that matter)...
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 20:07:48
QUOTE(LegacyWeapon @ Oct 12 2005, 06:03 PM)
Copy and paste your exact triggers (or the map for that matter)...
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here it is....
the units in the middle are for the testing of the mineral getting
and the trigger is in the p1-4
and its for syphon's tournament so i only used staredit so it looks ugly the terrain
well here :

[attachmentid=14526]
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-12 at 20:28:16
This is for a 1 kill to 1 mineral ratio (you can clearly change that)

------------------------------

Condtions:
-Current Player Kills at least 1 of any unit.

Actions:
-Set Current Player Kills to 0.
-Add 1 Death for (lets say Probes) for Current Player. (FOR LEADERBOARD)
-Add 1 Death for (lets say SCVs) for Current Player. (FOR MONEY)
-Preserve Trigger

-------NEW TRIGGER-------

Conditions:
-Current Player has at least 1 death of SCV*

Actions:
-Add 1 mineral for Current Player*
-Subtract 1 Death of SCV for Current Player (i use subtract so that if they splash kill then they still get minerals for it)*
-Preserve Trigger

*Condtions/Actions with an asterisk mark are the parts that should be modified to change the kill/money ratio.
Report, edit, etc...Posted by Subrosian on 2005-10-12 at 20:34:05
First you can't set the number of kills to 0.

Second, even if you could, it would be pointless to add scv and probe deaths. You could just directly add 1 mineral from the first trigger.
QUOTE
(i use subtract so that if they splash kill then they still get minerals for it)*

No, silly, you set the number of kills to 0 at the first trigger's actions, so if you even killed 10 units it would still only add 1 scv death -- you would never get more than 1 scv death at a time.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 20:35:22
QUOTE(Veritaserum @ Oct 12 2005, 08:28 PM)
-------NEW TRIGGER-------

Conditions:
-Current Player has at least 1 death of SCV*

Actions:
-Add 1 mineral for Current Player*
-Subtract 1 Death of SCV for Current Player (i use subtract so that if they splash kill then they still get minerals for it)*
-Preserve Trigger
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...thats gona take a different trigger for each lvl...
because of new units in each level...
i want it short and i want some1 to look at the map and tell me whats wrong with my trigger
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-12 at 20:38:34
QUOTE(GgG-PlayaR. @ Oct 12 2005, 04:35 PM)
...thats gona take a different trigger for each lvl...
because of new units in each level...
i want it short and i want some1 to look at the map and tell me whats wrong with my trigger
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The SCV deaths are YOUR OWN scvs. not the level deaths. Its a death counter it has nothing to do with the level. And by using Kills i am using kill score SO, if i get one kills SCORE then i add ONE death. I am not counting kills i am monitoring ANY CHANGE in the kill score and then reseting it.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 20:43:55
QUOTE(Veritaserum @ Oct 12 2005, 08:28 PM)
Condtions:
-Current Player Kills at least 1 of any unit.

Actions:
-Set Current Player Kills to 0.
-Add 1 Death for (lets say Probes) for Current Player. (FOR LEADERBOARD)
-Add 1 Death for (lets say SCVs) for Current Player. (FOR MONEY)
-Preserve Trigger
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oh yea and abot that trigger would i be able to just do

Condtions:
-Current Player Kills at least 1 of any unit.

Actions:
-Set Current Player Kills to 0.
-modify rescorses for player x set to 1 ore
-Preserve Trigger

wouldnt that be simpler?
and plus Subrosian is right u cant get a kill to 0 u cant really do anything with the kill thing
Report, edit, etc...Posted by Subrosian on 2005-10-12 at 20:48:55
Actually he meant kills score, so I was wrong in that point. However you do not need to put in those death counts; here's a CORRECT trigger:
Trigger
Conditions:
¤ Current player kill score is at least 1.
Actions:
¤ Modify kill score: set to 0.
¤ Set resources: add 1 ore.
¤ Preserve trigger.


LW Edit: Fixed trigger box.
Report, edit, etc...Posted by in_a_biskit on 2005-10-12 at 23:47:16
Hmm... I just thought of this, but if you know the kill scores of each unit that you might kill in the game, and say the highest kills score for a single unit in this particular game is 400, then in Subrosian's trigger, you might have "Subtract 400 kills points" instead of "Set kills score to 0".

That way, it'll work the same way in most cases, but if you happen to kill a really large number of units in the one trigger cycle (so that your kills score goes above 400), then you'll at least be compensated a little for the extra kills that normally wouldn't be counted.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-13 at 18:51:19
QUOTE(Subrosian @ Oct 12 2005, 04:48 PM)
Actually he meant kills score, so I was wrong in that point.  However you do not need to put in those death counts; here's a CORRECT trigger:
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I hope you guys realize that i used death count so that he could use more than 1 kill = 1 min. If all you wanted to do is do 1 kill = 1 min then there is no reason for death count. BUT If you want like 5 kills = 1 mins then you have to do the death count because kill score is not 1 kill = 1 kill score it all depends on the unit. You must reset the kill score continually. THAT is why i used deaths. If all you want is 1 kill = 1 min then you don't need to do death count at all.

ADDITION:
QUOTE(in_a_biskit @ Oct 12 2005, 07:47 PM)
extra kills that normally wouldn't be counted.
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All kills get counted thats why you should always say AT LEAST a certain kills instead of exactly and also if you have hyper triggers then they will go fast enough. Also, death count allows you to compesate for splash kills
Report, edit, etc...Posted by in_a_biskit on 2005-10-14 at 03:16:15
Let's take a look at your triggers then...
QUOTE(Veritaserum @ Oct 13 2005, 10:28 AM)
This is for a X kill to Y mineral ratio

------------------------------

Condtions:
-Current Player Kills score is at least 1 of any unit.

Actions:
-Set Current Player Kills score to 0.
-Add 1 Death for (lets say Probes) for Current Player. (FOR LEADERBOARD)
-Add 1 Death for (lets say SCVs) for Current Player. (FOR MONEY)
-Preserve Trigger

-------NEW TRIGGER-------

Conditions:
-Current Player has at least X death of SCV*

Actions:
-Add Y mineral for Current Player*
-Subtract X Death of SCV for Current Player (i use subtract so that if they splash kill then they still get minerals for it)*
-Preserve Trigger

*Condtions/Actions with an asterisk mark are the parts that should be modified to change the kill/money ratio.
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NB: this post has been edited by in_a_biskit so that it makes more sense

I assume that's what you meant - if it's not, then please correct me.

If that is what you meant, then I understand why you're using deaths of SCVs, but the deaths of probe are unnecessary unless you want to manipulate the number of kills someone has - and note that you can't display deaths in a leaderboard. In any case, most of the time you can simply use Leaderboard (Kills).

Now consider that someone using your triggers splashed two units and killed them simultaneously. Because they both died together, your first trigger will not run twice for them; the kills score for each will be set to 0, and only one death of SCV will be added. That is, your triggers don't actually account for splash kills, if that's what you were trying to say.

The trigger that subrosian posted works in the same way to yours (except that it only allows for a Y:X (minerals:kills) ratio that is an integer), so has the same problem.

My post above said that if the highest possible kills score for a single unit is 400, and you have more than 400 kill points, then you must have killed at least two units in the one trigger cycle (you might have killed a lot more, in fact, but we can be sure of at least 2). My suggestion then was that at least sometimes, you would get compensated a little for splash kills if you used "subtract 400" instead of "set to 0". (Whereas your triggers and subrosian's triggers never compensate splash kills at all, as shown above).

Neither system gives perfect conversion - for that you look at the "perfect" method instead.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-15 at 02:09:23
Yes thats what i meant. Your way isn't perfect either for splashes though. Let's say that you kill two units and they still don't exceed 400 kill score...you still don't get cash for splash then. As for the probe deaths...i was trying to manipulate kills...so i could put them on the leaderboard...but if deaths don't work for leaderboard then you should probably do razings instead.
Report, edit, etc...Posted by in_a_biskit on 2005-10-15 at 04:37:51
QUOTE(Veritaserum)
Your way isn't perfect either for splashes though.

Yes, I know, you silly goose.
QUOTE(in_a_biskit)
Neither system gives perfect conversion - for that you look at the "perfect" method instead.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-15 at 11:25:21
sorry i didn't read everything...i was falling asleep
Report, edit, etc...Posted by Mostly-Harmless on 2005-10-15 at 11:31:31
just get the program to make em for you...
Report, edit, etc...Posted by Subrosian on 2005-10-15 at 12:39:10
...why repeat yourself when you know that is a really bad method?
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