Staredit Network

Staredit Network -> Concepts -> Double And Triple Kills
Report, edit, etc...Posted by FaZ- on 2005-02-17 at 16:58:16
I was reading a closed topic Old Topic and found that no one could figure out how to do this the way that the mapmaker wanted it to be done easily, including a few big name "Ubers." After looking at it I really didn't see a problem with using an innovative and simple trigger system. Here's my method:
Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 has suffered atleast 1 deaths of unused unit.
Actions:
¤ Subtract 1 death of unused unit.
¤ Preserve Trigger.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 commands at most 0 units.
Actions:
¤ Set to 0 deaths of unused unit.
¤ Preserve Trigger.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1's Kill Score is atleast 1.
¤ Player 1's Kill Score is at most 4999.
Actions:
¤ Set to 100 deaths of unused unit.
¤ Display for player: w00t 1 kill.
¤ Set Player 1's Kill Score to 5000.
¤ Preserve Trigger.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1's Kill score is atleast 5001.
¤ Player 1's Kill score is at most 9999.
¤ Player 1 has suffered atleast 1 death of unused unit.
Actions:
¤ Set to 100 deaths of unused unit.
¤ Display for current player: w00t 2 kills.
¤ Set Player 1's kill score to 10000.
¤ Preserve Trigger.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1's kill score is atleast 10000.
¤ Player 1's kill score is at most 14999.
¤ Player 1 has suffered atleast 1 death of unused unit.
Actions:
¤ Set to 100 deaths of unused unit.
¤ Display for current player: w00t 3 kills.
¤ Set Player 1's kill score to 15000.
¤ Preserve Trigger.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 has suffered at most 0 deaths of unused unit
¤ Player 1 commands atleast 1 unit.
Actions:
¤ Display for current player: Killstreak ended.
¤ Preserve Trigger.



Continue the system to easily add it, and figure out how long in Unreal Tournament it is until it stops counting your "kill chain" and make the deaths 12*the number of seconds that that is. I used 100 as a rough guess. I added multiples of 5000 so that there is no way they will be able to bypass a kill grouping. I'm unsure of how much the most "pointworthy unit" is. I believe it is Hyperion at around 2500 however. Splash damage would of course be a problem, but the only way around that is hugely complex. (counting individual kills of certain units.)
Report, edit, etc...Posted by LegacyWeapon on 2005-02-17 at 22:26:55
That won't work because you will kill 2 marines and only get 200 kill score even though you got a double kill.

Just combine a counter with this:
http://www.staredit.net/index.php?tutorial=25
Report, edit, etc...Posted by axblader on 2005-02-17 at 22:40:32
that system is too buggy, and prone to faliure, to use...
plus...its probably i dont get it...and everytime you set back to 0....why? you have to put...when kill streak is end...then set to 0? or else youll never get that high....you ll haev to kill all them in 1 second or less(if you have hypers)

EDIT: oops, i got mixed up with kills and units... but then...youll nver realyl get that high...unless you got a wait...which will jack it up...
you have to put some delay..for you to kill more...
until someoen figures that out...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-17 at 23:52:46
QUOTE(axblader @ Feb 17 2005, 09:40 PM)
EDIT: oops, i got mixed up with kills and units... but then...youll nver realyl get that high...unless you got a wait...which will jack it up...
you have to put some delay..for you to kill more...
until someoen figures that out...
[right][snapback]147690[/snapback][/right]


Its easy, The whole system is easy to make, it was then and it still is now.
Report, edit, etc...Posted by FaZ- on 2005-02-18 at 16:37:04
QUOTE(LegacyWeapon @ Feb 17 2005, 10:26 PM)
That won't work because you will kill 2 marines and only get 200 kill score even though you got a double kill.

Just combine a counter with this:
http://www.staredit.net/index.php?tutorial=25
[right][snapback]147682[/snapback][/right]


Re-read please. If you kill 1 marine (100 kill score each I'm assuming) then the score will jump to 5000 because of the use of the "at least 1" trigger. Try to understand trigger systems before posting about them.

Sorry Bolt I see that Cheeze did say something similar to what I have here, but his didn't take into account that if you kill multiple units over a long period of time it will not be a multi-kill. This does, along with providing everything else that Coop wanted.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-20 at 04:54:15
You forgot to reset the kill score.

Also the last trigger would constantly fire, not just when your kill streak ends.
You need to add a kill score condition and reset the kill score to 0 in that trigger.

Personally i think like 100 is way to big, thats like more than 8 seconds. It should be more 1 second or 2 most.
Report, edit, etc...Posted by Rhiom on 2005-02-20 at 05:08:29
wouldnt a system like this work?
Trigger
Players:
¤ Player that is killen
Conditions:
¤ Player 1 kill score is at least 1
Actions:
¤ Create A flag for a comp/ nuetrul player at "location out of the way"
¤ set current players kill score to 0
¤ preserve trigger


Trigger
Players:
¤ comp/ nuetrul player
Conditions:
¤ Comp/ nuetrul player brings at exactly 2 flags to "location out of the way"
Actions:
¤ wait "duration of kill chain"
¤ Play w/e sound for current player
¤ kill all flags for comp/nuetrul player
¤ preserve trigger


Trigger
Players:
¤ comp/ nuetrul player
Conditions:
¤ Comp/ nuetrul player brings at exactly 3 flags to "location out of the way"
Actions:
¤ wait "duration of kill chain"
¤ Play w/e sound for current player
¤ kill all flags for comp/nuetrul player
¤ preserve trigger


then you make one trigger for each sound or w/e tell yuo get to a point where they have the best possible chain then.

Trigger
Players:
¤ comp/ nuetrul player
Conditions:
¤ Comp/ nuetrul player brings at least "number of kills for max chain" flags to "location out of the way"
Actions:
¤ wait "duration of kill chain"
¤ Play w/e sound for current player
¤ kill all flags for comp/nuetrul player
¤ preserve trigger


to make this work for mutipul players you could either have different comps control the lags or u could have several areas where the flags spawn, one for each player.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-20 at 12:18:20
You are all missing the point. Yes, Rhiom that is how you would do it sensibly. But the "unanswered quietion" from the ubers was how to do this
QUOTE
but i'm not sure how to do this without using a timer or a wait action.


Neither Faz- nor you did this. I still think it is impossible.

Oh and the other problem with all these systems is splash kills and kills before the trigger finishes firing counts as one. Not to mention (bad of Faz-'s system) you could kill 60 Danimoth Arbiters (5200kp each) at the same time with a nuke and that would screw your system.

The true way is use any ktc system and have a timer that subtracts the "cash"
Report, edit, etc...Posted by FaZ- on 2005-02-21 at 00:29:06
Of course it is impossible to do without using a wait or some sort of timer. He just wanted to do so without the COUNTDOWN TIMER, not a death counter "timer." This way he could still use hyper triggers as well as multi-kills.

Also- how the hell could you do a kills to cash system like this? You would have to make "players kill score is exactly x" where x is equal to the value of every unit in the game that is used. And splash could still screw this up if say two zerglings are killed by splash instead of a marine, which would skip the two kills and only give credit for one kill. And I said that I was unsure what the max valued unit was. If 5200 is the case, and you can kill 60 arbiters, make the multiples 312000. Please don't be nitpicky in the concepts subforum.

Bolt, this was originally intended for use in an Unreal Tournament map. The "streak" time in UT2003 is 30 seconds I believe, and resets to 30 after each kill.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-21 at 00:38:13
Kills to cash, instead of adding cash, add to a counter of some sort...
Reset the counter after however long.
Report, edit, etc...Posted by FaZ- on 2005-02-21 at 02:20:53
Try to create a system. You should see the problem that I have already mentioned that you fail to see.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-21 at 03:05:56
QUOTE(FaZ- @ Feb 20 2005, 11:29 PM)
Bolt, this was originally intended for use in an Unreal Tournament map. The "streak" time in UT2003 is 30 seconds I believe, and resets to 30 after each kill.
[right][snapback]150080[/snapback][/right]


Isn't that the killing spree not double and triple kills?
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-21 at 13:27:27
QUOTE(FaZ- @ Feb 20 2005, 09:29 PM)
Of course it is impossible to do without using a wait or some sort of timer. He just wanted to do so without the COUNTDOWN TIMER, not a death counter "timer." This way he could still use hyper triggers as well as multi-kills.

Also- how the hell could you do a kills to cash system like this? You would have to make "players kill score is exactly x" where x is equal to the value of every unit in the game that is used. And splash could still screw this up if say two zerglings are killed by splash instead of a marine, which would skip the two kills and only give credit for one kill. And I said that I was unsure what the max valued unit was. If 5200 is the case, and you can kill 60 arbiters, make the multiples 312000. Please don't be nitpicky in the concepts subforum.

Bolt, this was originally intended for use in an Unreal Tournament map. The "streak" time in UT2003 is 30 seconds I believe, and resets to 30 after each kill.
[right][snapback]150080[/snapback][/right]


Use kills to cash but instead add to say custom score. Have a timer that subtracts custom score and you can use custom score to see how fast you are killing.
Report, edit, etc...Posted by FaZ- on 2005-02-21 at 21:43:33
You are missing the point. Using his "kills" score, how can you tell how many units I have killed when 2 zerglings is the same amount of "kill points" that 1 marine gives you. Thus you can't judge number of kills, and cannot effectively create a counter to keep track of how many kills he has.

Bolt-
QUOTE
Isn't that the killing spree not double and triple kills?


Huh? You have an extra word in there or are missing one. I'll try to guess what you mean. The killing spree in UT2003 keeps track of "Double Kill!" or "Triple Kill!" or "Multi Kill!" up until like 50 kills without dying. If you wait too long in between kills however, he wants the killing spree to end.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-21 at 22:44:33
What the hell?

You set to say 60 Custom for every time you kill a unit and have a hypertrigger-prserved thing that subtracts custom constantly. If there is custom score when it sets to 60, add 1 to a counter. When custom score reaches 0, set the counter to 0. then whenever you kill a unit and counter is 2, say "Double Kill" and so on. I will make map if I have to.
Report, edit, etc...Posted by FaZ- on 2005-02-22 at 11:26:19
... Is that not exactly what I'm doing? I didn't use a second death counter, and chose instead to use the kill score to save a free counter, but that's the only difference between what you are saying and what I am saying. Did you read my triggers?
Report, edit, etc...Posted by MapUnprotector on 2005-02-22 at 12:01:08
FaZ- maybe you should make a map to prove what you are trying to do.
Report, edit, etc...Posted by FaZ- on 2005-02-22 at 12:42:14
Theres no need to make a map, everyone agrees that the system would work, I'm just annoyed because he is doing something very slightly different to do the exact same thing, and for some reason thinks his way is better than mine, or that mine won't work. But anyway, both systems would work the same for creating a killstreak. Coop might want to implement it into his map though.

By the way, I checked the list and Danimoth gives 4200, not 5200. tongue.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-02-22 at 16:18:21
Our way is better because if you splash on a unit, it will still work.
If you mass kill units, it will still work.

It is Kills to Cash 'PERFECT'.
It doesn't not ever miscount.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-22 at 18:22:04
QUOTE(FaZ- @ Feb 22 2005, 08:26 AM)
... Is that not exactly what I'm doing? I didn't use a second death counter, and chose instead to use the kill score to save a free counter, but that's the only difference between what you are saying and what I am saying. Did you read my triggers?
[right][snapback]150920[/snapback][/right]


Well for one my method isn't subject to screwing up when you get over 5000kp in one kill. Second, I am not saying you method doesn't work. I am saying you did not do what the question in the "old thread" asked and this is nothing new or hard to figure out.
Report, edit, etc...Posted by FaZ- on 2005-02-22 at 21:19:59
No one in the other thread could figure it out, so I posted what seemed like a good solution. And I still dont see how your ktc method would work for splash.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-22 at 21:59:00
KTC 'Perfect' was made for splash and multiple units killed at the same time.

Why don't YOU go try it tongue.gif considering you know how to set it up and such.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-22 at 22:28:26
QUOTE(FaZ- @ Feb 22 2005, 06:19 PM)
No one in the other thread could figure it out, so I posted what seemed like a good solution. And I still dont see how your ktc method would work for splash.
[right][snapback]151316[/snapback][/right]


For the last time, you did not answer the question in the thread either.
Report, edit, etc...Posted by FaZ- on 2005-02-22 at 23:02:32
What part of the requirements that he asked for does this system not fulfil? And I don't know how to set up such a "Perfect" system, I know how to set up my own system. I checked the tutorial file and couldn't follow it. I did do it at like 2 A.M. but whatever. Explain what that system does that this does not?
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-23 at 23:34:06
QUOTE
how to do this without using a timer or a wait action.


last time I checked it uses a timer.
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