Staredit Network

Staredit Network -> UMS Assistance -> Kills for cash
Report, edit, etc...Posted by jozsef on 2005-08-25 at 01:16:05
Has anyone figured out a way to convert deaths into unit-specific cash rewards without the inaccuraccies caused by splash damage and rapid death rates?

I.e. killing a zergling earns you x amount of points, killing a zealot earns you x amount of points

but units that die to psionic storm are rarely recorded and units that die rapidly (for example via splash damage) are also inaccurately recorded

is there any way to make a trigger where you can kill as many units as fast as you want and each unit you kill will reward you a set amount of points according to each unit (for eg. 100 for zealot, 25 for zergling) ?


Report, edit, etc...Posted by DT_Battlekruser on 2005-08-25 at 02:52:58
http://www.staredit.net/index.php?tutorial=25
Report, edit, etc...Posted by uberfoop on 2005-08-25 at 12:57:18
or you could just use the kill score points system and subtract points for minerals. the thing about this is you must know how much each units kill score value is. i know theres a complete list on this site somewhere but im attaching a small list i did for kill score values. the way this would work is something like, where you would get more minerals depending on the unit type of the enemy unit. the problem with using this system is that it has strict limits.


Trigger
Description:
kill score-mineral trigger
Players:
¤ Player 1
Conditions:
¤ Players kill score is at least 50
Actions:
¤ Preserve Trigger
¤ Subtract 50 kill score for current player
¤ Add 1 ore for current player

Report, edit, etc...Posted by Sniper on 2005-08-25 at 13:30:15
What happens when you kill multiple units at the same time through splash...
Report, edit, etc...Posted by Vindexus on 2005-08-25 at 17:46:26
Most of these will help, but check the tutorials section first.

http://www.staredit.net/index.php?showtopic=1376
http://www.staredit.net/index.php?showtopic=2272
http://www.staredit.net/index.php?showtopic=4200
http://www.staredit.net/index.php?showtopic=3979
http://www.staredit.net/index.php?showtopic=3854
http://www.staredit.net/index.php?showtopic=3792
http://www.staredit.net/index.php?showtopic=3497
http://www.staredit.net/index.php?showtopic=3525
http://www.staredit.net/index.php?showtopic=2982
http://www.staredit.net/index.php?showtopic=3273
http://www.staredit.net/index.php?showtopic=4516
http://www.staredit.net/index.php?showtopic=4570
http://www.staredit.net/index.php?showtopic=5059
http://www.staredit.net/index.php?showtopic=5713
http://www.staredit.net/index.php?showtopic=5838
http://www.staredit.net/index.php?showtopic=6057
http://www.staredit.net/index.php?showtopic=6247
http://www.staredit.net/index.php?showtopic=6512
http://www.staredit.net/index.php?showtopic=6829
http://www.staredit.net/index.php?showtopic=6844
http://www.staredit.net/index.php?showtopic=7246
http://www.staredit.net/index.php?showtopic=7418
http://www.staredit.net/index.php?showtopic=7676
http://www.staredit.net/index.php?showtopic=7701
http://www.staredit.net/index.php?showtopic=8435
http://www.staredit.net/index.php?showtopic=8509
http://www.staredit.net/index.php?showtopic=8764
http://www.staredit.net/index.php?showtopic=9257
http://www.staredit.net/index.php?showtopic=9780
http://www.staredit.net/index.php?showtopic=10778
http://www.staredit.net/index.php?showtopic=10828
http://www.staredit.net/index.php?showtopic=11952
http://www.staredit.net/index.php?showtopic=12157
http://www.staredit.net/index.php?showtopic=13949
http://www.staredit.net/index.php?showtopic=15676
http://www.staredit.net/index.php?showtopic=17238
http://www.staredit.net/index.php?showtopic=17665
http://www.staredit.net/index.php?showtopic=17702
http://www.staredit.net/index.php?showtopic=18000
http://www.staredit.net/index.php?showtopic=18017
http://www.staredit.net/index.php?showtopic=18194
http://www.staredit.net/index.php?showtopic=18200
http://www.staredit.net/index.php?showtopic=18376
http://www.staredit.net/index.php?showtopic=18682
http://www.staredit.net/index.php?showtopic=18752
http://www.staredit.net/index.php?showtopic=19292
http://www.staredit.net/index.php?showtopic=19309
http://www.staredit.net/index.php?showtopic=19485
http://www.staredit.net/index.php?showtopic=19989
Report, edit, etc...Posted by AFL-InuYasha on 2005-08-25 at 19:49:29
heres a great trigger


Trigger
Description:
zergling kill
Players:
¤ humans
Conditions:
¤ current players kills atleast 1 zergling
¤ computer has suffered at least 1 deaths of zergling
Actions:
¤ modify deaths for computer: subtract 1 for zergling
¤ modify score for current player: subtract 50 for kills -or- kills and razings
¤ set resources for current player: add 25 minerals



Trigger
Description:
zealot kill
Players:
¤ humans
Conditions:
¤ current players kills atleast 1 zealot
¤ computer has suffered at least 1 deaths of zealot
Actions:
¤ modify deaths for computer: subtract 1 for zealot
¤ modify score for current player: subtract 200 for kills -or- kills and razings
¤ set resources for current player: add 100 minerals



that should work, writing triggers is so fun...
Report, edit, etc...Posted by PCFredZ on 2005-08-25 at 20:01:47
QUOTE(AFL-InuYasha @ Aug 25 2005, 07:49 PM)
heres a great trigger














Trigger
Description:
zergling kill
Players:
¤ humans
Conditions:
¤ current players kills atleast 1 zergling
¤ computer has suffered at least 1 deaths of zergling
Actions:
¤ modify deaths for computer: subtract 1 for zergling
¤ modify score for current player: subtract 50 for kills -or- kills and razings
¤ set resources for current player: add 25 minerals















Trigger
Description:
zealot kill
Players:
¤ humans
Conditions:
¤ current players kills atleast 1 zealot
¤ computer has suffered at least 1 deaths of zealot
Actions:
¤ modify deaths for computer: subtract 1 for zealot
¤ modify score for current player: subtract 200 for kills -or- kills and razings
¤ set resources for current player: add 100 minerals

that should work, writing triggers is so fun...
[right][snapback]298266[/snapback][/right]

Without Preserve, it won't loop, and with Preserve, it will loop infinitely.


The tutorial posted by DTBK is the best solution. The rest of you should stop diverting the attention (except, of course, Vindexus, who wrote that tutorial tongue.gif , though I dunno why he posted all those links, one of which took you right back to this topic).
Report, edit, etc...Posted by AFL-InuYasha on 2005-08-25 at 20:42:09
wow, thnx, i cant believe i overlooked that, ive wroten so many triggers on forums lately, ive totaly forgotten to preserve, maybe i shoul chk my other...
Report, edit, etc...Posted by uberfoop on 2005-08-26 at 16:56:49
QUOTE(Mp)Sniper @ Aug 25 2005, 11:30 AM)
What happens when you kill multiple units at the same time through splash...
[right][snapback]298063[/snapback][/right]

with my trigger, it should work fine, because all it does is repetedly empty points out of the score, exchanging them for minerals. and then when the points run out, it shouldnt subract. what people dont realise is that:

conditions: kill score at least 1
actions: preserve
add 1 mineral
subtract 1 kill score

works just fine, people just dont think it works because they dont realise that 1 kill=lots of kill score. they just need to scale the trigger up to being in 50's or 100's and it should work fine.
Report, edit, etc...Posted by Kumano on 2005-08-26 at 19:08:30
Yes, but they can't choose what score some units give, they might want a zergling to give more then an ultralisk or something.
Report, edit, etc...Posted by PCFredZ on 2005-08-26 at 19:57:47
QUOTE(uberfoop @ Aug 26 2005, 04:56 PM)
with my trigger, it should work fine, because all it does is repetedly empty points out of the score, exchanging them for minerals. and then when the points run out, it shouldnt subract. what people dont realise is that:

conditions: kill score at least 1
actions: preserve
add 1 mineral
subtract 1 kill score

works just fine, people just dont think it works because they dont realise that 1 kill=lots of kill score. they just need to scale the trigger up to being in 50's or 100's and it should work fine.
[right][snapback]298949[/snapback][/right]

It'd take more than 8 seconds to process a kill just for a Marine, so no, it won't work.

READ: Problem solved!
Report, edit, etc...Posted by Urmom(U) on 2005-08-27 at 21:43:39
and what about aribitors and such, it would give them over 5000 minerals for a kill and take forever! JUST USE DTBK'S SOLUTION WHICH IS THE BEST ONE!
Report, edit, etc...Posted by Wormer on 2005-08-28 at 07:57:40
Okay, TDBK's solution is really great, I think it work's good in Madness type games, but sometimes making RPG you would like to create personal rewarding for each unit (zergling - 500 gold, ultralisk 50 gold for example).

AFL-InuYasha.
Your idea is good! But your triggers wouldn't work, because you check current player kills and then do not substract them for current player. After current player's first kill your triggers would give him minerals for each killed unit (killed not only by him). There is no actions which could sustract kills of some unit for current player. Instead of this you should check kills score for current player, as almost each unit have it's personal kill score.


Trigger
Description:
Zergling Rewarding
Players:
¤ Player Human
Conditions:
¤ Current player Kills score is at least 50. (Not Kills and Razings!)
¤ Player Other has suffered at least 1 deaths of Zerg Zergling.
Actions:
¤ Modify death counts for Player Other: Substract 1 for Zerg Zergling.
¤ Modify score for Current player: Substract 50 Kills. (Not Kills and Razings!)
¤ Modify resources for Current player: Add 500 Minerals.
¤ Preserve trigger.


As far as I remember if you use Kills and Razings for men it will substract only half of it's score.

And so for each type of unit used in the game. Too much? Or how would you define personal rewarding for each unit?

This sometimes miss rapid kills, to slove that problem you have to use Hyper Triggers:


Trigger
Description:
Hyper Triggers
Players:
¤ Some Computer Player
Conditions:
¤ Always.
Actions:
¤ Preserve trigger.
¤ Wait for 1 milliseconds.
¤ Wait for 1 milliseconds.
¤ Wait for 1 milliseconds.
¤ ...
¤ ect. up to the end!


I have a map where this idea is working.

ADDITION:
Sorry, I didn't see this tutorial, method 4. I wonder if it really flows on rapid kills as it said there, because it seems to me I had no problems with it.

Anyway, I have an idea of merging these two methods. If you really want to use personal rewarding system then you should use triggers like this:


Trigger
Description:
Changing most kills status.
Players:
¤ Player 1
Conditions:
¤ Current player has most kills of Zerg Zergling (for example).
¤ Player 6 brings exactly 0 Zerg Zergling to 'Check'.
Actions:
¤ Create 1 Zerg Zergling at 'P2 Update Kill Score' for Player 6.
¤ Create 1 Zerg Zergling at 'P3 Update Kill Score' for Player 6.
¤ ...
¤ Create 1 Zerg Zergling at 'P8 Update Kill Score' for Player 6.
¤ (Without P1!)
¤ Rewardment Actions for Zergling


And so on for each unit.
You should additionally place one unit of each type at (let's assume that Player Comp = P8) 'P8 Update Kill Score', to make shure that Player Comp would have most kills of each unit at start of the game. Don't forget to place something for each player to kill units at P1-P8.

I just contrived this method and maby it wouldn't work... It has it's deficiencys: a pack of triggers must be created for each player (with the only change in locations where zergling creating, it shouldn't be created for current player) and it waits while last units on 'Px Update Kill Score' not killed. I wonder if the kills of unit score updates after kill action is performed for current player....

Any Ideas?
Report, edit, etc...Posted by PCFredZ on 2005-08-28 at 10:44:50
QUOTE(Wormer @ Aug 28 2005, 07:57 AM)
I just contrived this method and maby it wouldn't work... It has it's deficiencys: a pack of triggers must be created for each player (with the only change in locations where zergling creating, it shouldn't be created for current player) and it waits while last units on 'Px Update Kill Score' not killed. I wonder if the kills of unit score updates after kill action is performed for current player....

Any Ideas?
[right][snapback]300164[/snapback][/right]

No, run it for All Players, then just remove that unit for Current Player.
Report, edit, etc...Posted by Urmom(U) on 2005-08-28 at 20:05:22
dude, for the kills to cash perfect you CAN add individual rewards for different units.
Report, edit, etc...Posted by Wormer on 2005-08-30 at 02:34:05
I wonder how it could be done. If you add different units then you have to create not only zerglings but others too... Or how could we increase THAT'S unit kills core for all players?... Mabe we should use 'perfect' system to detect that player kills someone and deaths score to detect which unit was killed! Yeah! I think I understand! Thank you all!
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