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Staredit Network -> UMS Assistance -> is there an excellent triger?
Report, edit, etc...Posted by Gigins on 2005-07-13 at 16:28:26
I know that there are many topics like this but I want to see is there an excellent trigger points/res per kill!

My requirements are:
1-get points/res per every kill.

2-in mass combats trigger must work correctly e.g. if I kill 2 unit I get 2 points/res.

3-Can choose a unit type! e.g. kill zergling = 1 point/res , kill ultralisk = 2 points/res.

4-Trigger must work on multiple players but points/res to killer. e.g. P1 kills unit and gets points/res but P2 don't. P2 kills unit and gets points/res but P1 don't!

5-trigger must work in ALL situations!

6-Triger for one player and one unit must be less than 5 triggers! e.g. P1 kill zergling 1-5 triggers, p1 kill ultralisk 1-5 triggers, p2 kill zergling 1-5 triggers...

I guess that this is all! I know that there is such trigger but could somebody show me the exact trigger please!
Report, edit, etc...Posted by Heimdal on 2005-07-13 at 16:32:54
I believe the "kills to cash (perfect)" trigger is what you're looking for. Go check the tutorials.
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 16:36:17
Someone came up with a system for that, I think what you're looking for is something like:

Trigger
Description:
Kill System
Players:
¤ Players Recieving Cash For Kills
Conditions:
¤ Current Player has kills of 1 Zergling
Actions:
¤ Modify kills for current player, set to 0
¤ Modify resources for current player add 1 minerals
¤ Preserve Trigger


And just change the number of resources for each unit. But you need hyper triggers for this to work properly.
Report, edit, etc...Posted by Gigins on 2005-07-13 at 16:41:14
QUOTE(DaMiNaToR @ Jul 13 2005, 11:36 PM)
Someone came up with a system for that, I think what you're looking for is something like:




Trigger
Description:
Kill System
Players:
¤ Players Recieving Cash For Kills
Conditions:
¤ Current Player has kills of 1 Zergling
Actions:
¤ Modify kills for current player, set to 0
¤ Modify resources for current player add 1 minerals
¤ Preserve Trigger


And just change the number of resources for each unit.  But you need hyper triggers for this to work properly.
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Yes but will it work in mass combats? If I kill 30 unit in 1/2 sec. The trigger will set kill to 0 and I won't get my cash! Even hyper trigger does only 12 per sec.!
Report, edit, etc...Posted by Subrosian on 2005-07-13 at 16:43:57
Not to mention that "Modify kills for current player, set to 0" will set the kills SCORE to 0, not the amount of kills of the unit set to 0.

http://www.staredit.net/index.php?tutorial=25
Just check that now.
Report, edit, etc...Posted by Gigins on 2005-07-13 at 17:05:51
QUOTE(Subrosian @ Jul 13 2005, 11:43 PM)
Not to mention that "Modify kills for current player, set to 0" will set the kills SCORE to 0, not the amount of kills of the unit set to 0.

http://www.staredit.net/index.php?tutorial=25
Just check that now.
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Oh a lot things needed for this trigger!

ADDITION:
I haven't got a spare comp and the map has air units so I cant spare location either!
Report, edit, etc...Posted by tidus on 2005-07-13 at 17:18:10
wow that was cool too have rpg maps in sc but im too lazy too do triggers once i think about them i go to hell helpsmilie.gif
Report, edit, etc...Posted by DaMiNaToR on 2005-07-13 at 17:21:13
Increase the size of your map via SCMDraft, and put a location around the original map preventing any units from leaving it. Then set up the kills counter outside of it, and I bet you could also use player 9-11 instead of a computer (12 can't count kills).
Report, edit, etc...Posted by Gigins on 2005-07-13 at 17:25:34
QUOTE(DaMiNaToR @ Jul 14 2005, 12:21 AM)
Increase the size of your map via SCMDraft, and put a location around the original map preventing any units from leaving it.  Then set up the kills counter outside of it, and I bet you could also use player 9-11 instead of a computer (12 can't count kills).
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My map is 256x256! By increasing it I could corrupt it! And I don't like using P9-12! And this trigger is pretty weird I bet somebody can make perfect "cash per kill" trigger without players and locations needed!
Report, edit, etc...Posted by roule on 2005-07-13 at 20:05:16

null
Trigger
Conditions:
¤ current player have at least 1 kill score
Actions:
¤ add 1 mineral
¤ substract one kill score

i think this will work
Report, edit, etc...Posted by ShadowBrood on 2005-07-13 at 20:23:56
QUOTE(tidus @ Jul 13 2005, 02:18 PM)
wow that was cool too have rpg maps in sc but im too lazy too do triggers once i think about them i go to hell helpsmilie.gif
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What was the point of that?


Anyways, what you need is to detect the kill, add resource for it, and drop the death counter for that unit to zero for the player that owns the unit.

Make sure you've got hyper triggers otherwise it will screw up.
Report, edit, etc...Posted by Sniper on 2005-07-13 at 21:45:53
QUOTE(roule @ Jul 13 2005, 04:05 PM)

null

Trigger
Conditions:
¤ current player have at least 1 kill score
Actions:
¤ add 1 mineral
¤ substract one kill score

i think this will work
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It will work, but it will be slow. By the time you finish getting your minerals, your gonna be dead.
Report, edit, etc...Posted by Heimdal on 2005-07-13 at 22:24:19
roule's method will give you one mineral for every KILL SCORE. A marine will give you 50 minerals. And yes, it will be very slow, even with hypertriggers. If you want 1 mineral per kill, you should make a similar trigger but instead of subtracting 1 kill score, simply set it to 0. You might miss kills if they happen too quickly, but this is by far the easiest kills-to-cash trigger.
Report, edit, etc...Posted by Sniper on 2005-07-13 at 23:57:04
Yea, the thing is his map has massive killing. Hyper triggers only help by so far.

Actually, you could do this the way roule said if you knew exactly which units were to be killed, and how much score they provide on the kill counter.

Example:
Condition : Current player kills at least 1 zergling
Condition : Current player kill score is at least 50(zergling kill score)

Action : Subtract 25 kill score for current player
Action : Add 1 mineral for current player
Action : Preserve Trigger
Action : Comment =)
Report, edit, etc...Posted by Gigins on 2005-07-14 at 12:04:15
QUOTE(Mp)Sniper @ Jul 14 2005, 06:57 AM)
Yea, the thing is his map has massive killing. Hyper triggers only help by so far.

Actually, you could do this the way roule said if you knew exactly which units were to be killed, and how much score they provide on the kill counter.

Example:
Condition : Current player kills at least 1 zergling
Condition : Current player kill score is at least 50(zergling kill score)

Action : Subtract 25 kill score for current player
Action : Add 1 mineral for current player
Action : Preserve Trigger
Action : Comment =)
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Why subtract only 25 if zergling is 50?
Report, edit, etc...Posted by chuiu on 2005-07-14 at 12:22:32
He probably made a typo or something.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-07-14 at 12:34:16
What's the point of the kills one Zergling? If he kills a Ling, it'll work. If he kills an Ultra, he'll still have killed one Ling and that trig will also fire.
Report, edit, etc...Posted by chuiu on 2005-07-14 at 12:48:38
Moose, in his post he was showing that you can do that for every unit that will ever be killed. So you would make a trigger for every unit.

In all that method is the most accurate - if there is no way you're killing tons of units at the same time. If you are, or have splash units, then it tends to lose it's accuracy.
Report, edit, etc...Posted by Gigins on 2005-07-14 at 14:16:56
QUOTE(chuiu_os @ Jul 14 2005, 07:48 PM)
Moose, in his post he was showing that you can do that for every unit that will ever be killed.  So you would make a trigger for every unit.

In all that method is the most accurate - if there is no way you're killing tons of units at the same time.  If you are, or have splash units, then it tends to lose it's accuracy.
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No it won't work! For first zergling it will but later NOOOO! There is no point in condition "P1 kills at least 1 ling" because the kill COUNT canot be substracted as far as I know! So after 1 ling it will go as the moose sad!
Report, edit, etc...Posted by Heimdal on 2005-07-14 at 14:50:50
QUOTE(Mp)Sniper @ Jul 13 2005, 10:57 PM)
Example:
Condition : Current player kills at least 1 zergling
Condition : Current player kill score is at least 50(zergling kill score)

Action : Subtract 25 kill score for current player
Action : Add 1 mineral for current player
Action : Preserve Trigger
Action : Comment =)
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DEAD and Moose are exactly right here. The first condition will always be true after you've killed just one zergling.
Report, edit, etc...Posted by chuiu on 2005-07-14 at 14:58:16
Oh I misread Mooses' post. Yeah that is stupid.
Report, edit, etc...Posted by Gigins on 2005-07-14 at 15:20:21
So I still need a perfect trigger! Somebody in the whole SEN must be genius enough to think this out! I sure hope so.
Report, edit, etc...Posted by roule on 2005-07-14 at 15:24:33
you still need a perfect trig? go to my last post and apply mp)sniper's method. i dont see the problem with it.

but you perhaps see it, so use thermos's method
Report, edit, etc...Posted by chuiu on 2005-07-14 at 15:42:18
QUOTE(DEAD @ Jul 14 2005, 02:20 PM)
So I still need a perfect trigger! Somebody in the whole SEN must be genius enough to think this out! I sure hope so.
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There is no perfect kills to cash system unless you make 1903821 triggers.
Report, edit, etc...Posted by AqoTrooper on 2005-07-14 at 15:53:07
What about...

Players:
All Players

Conditions:
Current Player has exactly 50 kills score
All Players suffered exactly 1 deaths of Zergling

Actions:
Set kills score for Current Player: substract 50
Set deaths of zergling for All Players: substract 1
Preserve Trigger

There is a total of 84 used units&heroes in Starcraft, and 66 used buildings.
You probably won't use them all in any map you make using this system, and you can make seperate triggers for buildings because usually they don't respawn and don't move anywhere, what leaves about 50-60 copies of this trigger to make.
You'll also have to make replicas for every number of kills of every unit up to, let's say 8 (which is probably the most units that will usually get killed exactly at the same time), so 50 to 60 * 8 = 400 to 480.

Thus, using facts and a little thinking, I proved chu to be wrong tongue.gif
No, 1903821 triggers won't be needed, 500 triggers are more than enought.
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