Staredit Network

Staredit Network -> UMS Assistance -> Randomized money
Report, edit, etc...Posted by Ninebreaker on 2005-08-18 at 21:51:18
My triggers:


Trigger
Description:
Money 1
Players:
¤ player 1
Conditions:
¤ p1 kill score at least 50
Actions:
¤ Randomize "money"
¤ modify kill score subract 50
¤ preserve trigger



Trigger
Description:
add 1 mineral
Conditions:
¤ "money" is set
Actions:
¤ modify resources for p1 add 1 mineral
¤ clear "money"
¤ preserve trigger




null
Trigger
Players:
¤ p1
Conditions:
¤ "money" is set
Actions:
¤ modify resources for p1 add 2 minerals
¤ clear "money"
¤ preserve trigger



This should randomize the money between 1 or 2 shouldn't it?
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-18 at 22:17:19
It won't work because money starts as being cleared, it can't be neither set nor cleared ever.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-18 at 22:20:53
Err, no.

If you kill, say, a 100 kill score unit (zealot, for instance) the following will happen.
  • Trigger 1 fires. "Money" is randomized
  • Trigger 2 fires. If ranomization set "Money" then player 1 gains a mineral. "Money" is now cleared.
  • Trigger 3 fires. No matter what, its conditions won't be met.
  • Trigger 1 fires again, and the above process is repeated one more time.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-18 at 22:26:15
Sorry, didn't read the triggers over fully, I just saw randomizing switches to determine how much money was recieved, and made the assumption that ninebreaker wasn't taking into account the default state of a switch.
Report, edit, etc...Posted by Ninebreaker on 2005-08-18 at 22:31:36
ermm.gif That doesn't help
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-19 at 00:37:13
QUOTE
This should randomize the money between 1 or 2 shouldn't it?


We answered your question: no.

You would need to

a) use an acceptable method of KTC that grants an instance per kill
b) randomize the switch when kills is > 1
c) if switch is set AND kills > 1, set kills to 0 and add 2 minerals
d) if switch is clear AND kills > 1, set kills to 0 and add 1 mineral
Report, edit, etc...Posted by l)ark_13 on 2005-08-19 at 02:44:36
Lets just say you know how to make a trigger to kill to money and whatnot (if not, I have a map attached):
Once the trigger fires set two switches: randomization switch -and- money switch.

Conditions:
- Kill score is '#'
- Randomization switch is cleared
Actions:
- Set randomization switch
- Randomize money switch
- Preserve trigger

Conditions:
- Randomization switch is set
- Money switch is set
Actions:
- Add 1 resource
- Clear randomization switch
- Preserve trigger

Conditions:
- Randomization switch is set
- Money switch is cleared
Actions:
- Add 2 resource
- Clear randomization switch
- Preserve trigger
Report, edit, etc...Posted by Gigins on 2005-08-19 at 13:17:33
wow this works... laugh.gif

Trigger
Description:
randomize
Players:
¤ w/e
Conditions:
¤ always
Actions:
¤ randomize "money"
¤ preserve trigger



Trigger
Description:
money1
Players:
¤ w/e
Conditions:
¤ kill w/e
¤ money is set
Actions:
¤ substract kill w/e
¤ give 1 mineral



Trigger
Description:
money2
Players:
¤ w/e
Conditions:
¤ kill w/e
¤ money is cleared
Actions:
¤ substract kill w/e
¤ give 2 mineral


Preserve the last 2.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-19 at 13:21:51
Dark, your method would endless add minerals.

DEAD, your method uses improper KTC. You need to set kills score to 0, not subtract.
Report, edit, etc...Posted by Gigins on 2005-08-19 at 14:42:58
QUOTE(DT_Battlekruser @ Aug 19 2005, 08:21 PM)

Dark, your method would endless add minerals.

DEAD, your method uses improper KTC.  You need to set kills score to 0, not subtract.

[right][snapback]292570[/snapback][/right]

Yes, I missed the spot. I once used this in a RPG and there were different minerals for different monsters. So I writed substract. But I used kill score+deaths and 4 switches and that gave me 16 drop options. But for his trigger set would be right.
Report, edit, etc...Posted by l)ark_13 on 2005-08-19 at 17:48:35
If you're using kill score it would be endless minerals.
You could modify it so it wouldn't be endless.
Report, edit, etc...Posted by Demaris on 2005-08-19 at 20:49:02
why not just do this?
Trigger
Players:
¤ whatever player
Conditions:
¤ whatever you want to give the player random money
Actions:
¤ set "Random on/off"
¤ randomize money switch
¤ preserve trigger


Trigger
Players:
¤ whoever
Conditions:
¤ random on/off is set
¤ money switch is set
Actions:
¤ give current player 1 mineral
¤  clear random on/off
¤  preserve trigger


Trigger
Players:
¤  whoever
Conditions:
¤  random on/off is set
¤  money switch is cleared
Actions:
¤  give current player 2 minerals
¤  clear random on/off
¤  preserve trigger
Report, edit, etc...Posted by Gigins on 2005-08-20 at 08:17:36
The same trigger as I posted but 1 more switch is used.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-20 at 15:37:01
And it is very vauge on when you trigger it.
Report, edit, etc...Posted by Gigins on 2005-08-20 at 15:43:32
QUOTE(DT_Battlekruser @ Aug 20 2005, 10:37 PM)
And it is very vauge on when you trigger it.
[right][snapback]294129[/snapback][/right]

I don't like to point at your spelling DT because I write much worse but what does "vauge" mean? I checked the dictionary but I found nothing.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-20 at 15:45:59
http://dictionary.reference.com/search?q=vague

When I type fast, I tend to hit some keys in the wrong order.
Report, edit, etc...Posted by Gigins on 2005-08-20 at 15:48:25
QUOTE(DT_Battlekruser @ Aug 20 2005, 10:45 PM)
http://dictionary.reference.com/search?q=vague

When I type fast, I tend to hit some keys in the wrong order.
[right][snapback]294136[/snapback][/right]

Same goes here but always use the "Spell Check" option tongue.gif .
Report, edit, etc...Posted by RexyRex on 2005-08-20 at 17:12:06
Trigger order + hypers are important. closedeyes.gif
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