Staredit Network

Staredit Network -> UMS Assistance -> Gas 2 Cash
Report, edit, etc...Posted by Diggidoyo on 2005-11-25 at 09:09:11
Nope just have the last trigger condition say AT LEAST 100 or 500 or w/e and it will take care of everything beyond all the way to the end of the game.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-25 at 09:11:12
Ok I'll try with that trigger

-Second post-
Since i'm not allowed to double post, I'll just edit this one...
I tried as forces but didn't work... Do i need to do the same for every single player? And should I use hyper trigger?
Report, edit, etc...Posted by IIDragonII_Bard on 2005-11-25 at 10:49:40
Just look at spawn defense. Its unprotected

Report, edit, etc...Posted by Slayer_dt_ on 2005-11-25 at 11:07:58
IIDragonII_Bard, You Are My Saviour.
Report, edit, etc...Posted by PCFredZ on 2005-11-25 at 12:03:05
Don't forget to add a [Solved] tag to the topic name, people aren't doing it anymore.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 05:23:42
Ok I've faced another problem... the gas won't count as fast... should I use hyper trigger?
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 05:37:04
Of course! You need that. Just remember:

When you think glass, think Empire!
AND
When you think fast, think Hypre!
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 05:39:38
But the problem is, will hyper trigger affect the entire game? Can I put hyper trigger just for the gas?
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 05:42:34
No, once you set hyper triggers everything is hyper. But why would having hyper be a problem for your map? Does any players have an wait triggers? If they do let me know what its for and i can tell you a way around it.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 10:09:45
Well, I have 3x wait triggers for every player (4 players total) because of the disabling of bunkers... I'm not sure if hyper trigger will affect it though
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 10:13:12
Give the hyper triggers to the computer players and if shouldn't cause any damages becuase the computers don't build the bunkers so there's no need to disable them.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 20:55:50
So giving the hyper trigger to the computer will not affect the bunkers and will affect the gas to minerals conversion?
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 22:16:22
Only 1 way to find out! TRY
Report, edit, etc...Posted by Joshgt2 on 2005-11-28 at 22:57:14
If you are giving it to a computer then the computer should only have hyper triggers, not anyone else.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 23:03:37
QUOTE(Joshgt2 @ Nov 29 2005, 11:57 AM)
If you are giving it to a computer then the computer should only have hyper triggers, not anyone else.
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Ok giving hyper trigger to the computer didn't work, and giving hyper trigger to myself messed up the bunker cloaking... Will 'forces' work?
Report, edit, etc...Posted by Joshgt2 on 2005-11-28 at 23:13:27
Try it out. This also might help because it did for me. Take the same amount of hyper triggers you are using and copy them. delete the old ones and try it out. I know that worked for me.
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 23:14:55
QUOTE
Ok giving hyper trigger to the computer didn't work, and giving hyper trigger to myself messed up the bunker cloaking... Will 'forces' work?


No it will have the same effect as the others. What is your wait trigger for the bunker cloaking?
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 23:51:57
1000 milliseconds
Report, edit, etc...Posted by Joshgt2 on 2005-11-28 at 23:55:42
Isn't that a little long for a bunker? Try lowering the time.
Report, edit, etc...Posted by Diggidoyo on 2005-11-29 at 00:11:11
Or use deathcounts or custom scores or resources.

Preserve a trigger that adds 1 of any of those ALWAYS. It will tick up fast. Then just figure out how many deaths it ticks up to in (for instance in your scenario) 1000 milliseconds.

So instead of having a Wait action, have a add deathcount action.

then make another trigger that fires the rest of the trigger when the player has suffered at least 100 deaths of NPU.

Now there is no wait action and you should haven't any trouble with hyper trigs.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-29 at 00:41:01
QUOTE(Diggidoyo @ Nov 29 2005, 01:11 PM)
Or use deathcounts or custom scores or resources.

Preserve a trigger that adds 1 of any of those ALWAYS. It will tick up fast. Then just figure out how many deaths it ticks up to in (for instance in your scenario) 1000 milliseconds.

So instead of having a Wait action, have a add deathcount action.

then make another trigger that fires the rest of the trigger when the player has suffered at least 100 deaths of NPU.

Now there is no wait action and you should haven't any trouble with hyper trigs.
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I don't get you
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-29 at 00:59:10
i didnt read this. I already made this map. It was really crappy and didnt get kills to cash system done as it would have taken a ton of triggers. But if you ever played Income D that has the best setup. I gotta ask that guy If I can use his triggers and convert it because he had it setup nice. Bolt gave me an awsome system for this and what your saying is a waste of triggers.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-29 at 02:36:08
QUOTE(Kept_Wheat @ Nov 29 2005, 01:59 PM)
i didnt read this. I already made this map. It was really crappy and didnt get kills to cash system done as it would have taken a ton of triggers. But if you ever played Income D that has the best setup. I gotta ask that guy If I can use his triggers and convert it because he had it setup nice. Bolt gave me an awsome system for this and what your saying is a waste of triggers.
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So you know how to get a 'good' trigger? ermm.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-30 at 03:25:22
ya do that thing with how accumulate gas when timer is 0, but, when u remove a number, lets just use 50, wot u do is u create a unit that pretty much states that u have 50 minerals.. umm lemme use a trigger

Trigger
Players:
¤ Any player
Conditions:
¤ Timer is 0
¤ Accumulate 50 gas
Actions:
¤ Subtract 50 gas from player
¤ Create 1 dt at money
¤ preserve trigger


and

Trigger
Players:
¤ Any player
Conditions:
¤ Accumulate 0 gas
¤ timer is 0
¤ bring 1 dt to money
Actions:
¤ remove dt at money
¤ add 50 minerals for player


just change it to get the other numbers smile.gif

any questions? ask
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-30 at 05:21:00
QUOTE(-)HyDrO(- @ Nov 30 2005, 04:25 PM)
ya do that thing with how accumulate gas when timer is 0, but, when u remove a number, lets just use 50, wot u do is u create a unit that pretty much states that u have 50 minerals.. umm lemme use a trigger




Trigger
Players:
¤ Any player
Conditions:
¤ Timer is 0
¤ Accumulate 50 gas
Actions:
¤ Subtract 50 gas from player
¤ Create 1 dt at money
¤ preserve trigger


and




Trigger
Players:
¤ Any player
Conditions:
¤ Accumulate 0 gas
¤ timer is 0
¤ bring 1 dt to money
Actions:
¤ remove dt at money
¤ add 50 minerals for player


just change it to get the other numbers smile.gif

any questions? ask
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But I'm doing that for 4 players, out of map space and my map might be maxed with units.. any other non-unit using alternative methods? If not I'll have to stick to the slow one
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