Staredit Network

Staredit Network -> UMS Assistance -> Kills to Resources
Report, edit, etc...Posted by flipmonkey on 2005-08-30 at 00:30:34
Im making a defence map and i came across this problem with my trigger..

Here the trigger...

Condition:
Current player kills score is exactly 100

Action:
Modify score for Current player: Subtract 100 kills
Modify resources for current player: Add 3 Minerals
Modify resources for current player: Add 1 Vespene Gas
Preserve trigger
------------------------------------------------------------
Condition:
Current player kills score is exactly 200
Current player kills score is exactly 300

Action:
Modify score for Current player: Subtract 200 kills
Modify resources for current player: Add 6 Minerals
Modify resources for current player: Add 2 Vespene Gas
Preserve trigger
-----------------------------------------------------------
Condition:
Current player kills score is exactly 400
Current player kills score is exactly 700

Action:
Modify score for Current player: Subtract 400 kills
Modify resources for current player: Add 9 Minerals
Modify resources for current player: Add 3 Vespene Gas
Preserve trigger
---------------------------------------------------------------
Condition:
Current player kills score is exactly 800
Current player kills score is exactly 1500

Action:
Modify score for Current player: Subtract 800 kills
Modify resources for current player: Add 12 Minerals
Modify resources for current player: Add 4 Vespene Gas
Preserve trigger
-------------------------------------------------------------------
Condition:
Current player kills score is exactly 1600
Current player kills score is exactly 3100

Action:
Modify score for Current player: Subtract 1600 kills
Modify resources for current player: Add 15 Minerals
Modify resources for current player: Add 5 Vespene Gas
Preserve trigger
--------------------------------------------------------------------
Condition:
Current player kills score is exactly 3200
Current player kills score is exactly 6300

Action:
Modify score for Current player: Subtract 3200 kills
Modify resources for current player: Add 18 Minerals
Modify resources for current player: Add 6 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is exactly 6400
Current player kills score is exactly 12700

Action:
Modify score for Current player: Subtract 6400 kills
Modify resources for current player: Add 21 Minerals
Modify resources for current player: Add 7 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is exactly 12800
Current player kills score is exactly 25500

Action:
Modify score for Current player: Subtract 12800 kills
Modify resources for current player: Add 24 Minerals
Modify resources for current player: Add 8 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is exactly 25600
Current player kills score is exactly 51100

Action:
Modify score for Current player: Subtract 25600 kills
Modify resources for current player: Add 27 Minerals
Modify resources for current player: Add 9 Vespene Gas
Preserve trigger
------------------------------------------------------------------------
Condition:
Current player kills score is exactly 51200
Current player kills score is exactly 102300

Action:
Modify score for Current player: Subtract 51200 kills
Modify resources for current player: Add 30 Minerals
Modify resources for current player: Add 10 Vespene Gas
Preserve trigger
---------------------------------------------------------------------
Condition:
Current player kills score is exactly 102400
Current player kills score is exactly 300

Action:
Modify score for Current player: Subtract 102400 kills
Modify resources for current player: Add 33 Minerals
Modify resources for current player: Add 11 Vespene Gas
Preserve trigger

Okay, so that how i set up my trigger so i can get 3 minerals and 1 gas per kill.
The gas is used to get a civ to get heros ans stuff, 10 gas=1 civ
My defence map has over 15 levels and at some point this trigger starts to do something different. I start getting 3 gas per kill and eventually i start getting none. Minerals im doing fine on but i dont understand whats up with the gas.

Is there another way to make this easier so i get 1 gas per kill, if you know what im saying... Well yay that pretty much it. Some tell me whats wrong with this.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-30 at 00:52:15
Tutorials are your friend

C:
-Current Player Kills score at least 1
A:
-Set current player kills score to 0
-add 3 minerals for current player
-add 1 gas for current player

Nice 'n simple.
Report, edit, etc...Posted by Musteval on 2005-08-30 at 07:25:28
QUOTE(DT_Battlekruser @ Aug 29 2005, 11:52 PM)
Tutorials are your friend

C:
-Current Player Kills score at least 1
A:
-Set current player kills score to 0
-add 3 minerals for current player
-add 1 gas for current player

Nice 'n simple.

[right][snapback]301370[/snapback][/right]

But that way, isn't there a chance (even with hyper triggers) of killing two units within 1/12 of a second, and thereby getting less money than you deserve? Why not simply have it be "lower current player's kills score by 1?"
Report, edit, etc...Posted by Navilin on 2005-08-30 at 07:59:41
If you lower the kill score by 1, you only lower the score 100-1=99, so that doesnt work, well it does work but makes things a lot more complex. And you really shouldnt run into too many lagged kills with hyper triggers. However, Im pretty sure they still resolve at different times.
Report, edit, etc...Posted by Kumano on 2005-08-30 at 10:48:45
It may stop because you are using 'exactly' so if you get any kill score other then 100 it will never work since it can't be exactly 200 and 300 at the same time, I think you should be using at least and at most...
Report, edit, etc...Posted by PCFredZ on 2005-08-30 at 11:09:36
QUOTE(Musteval @ Aug 30 2005, 07:25 AM)
But that way, isn't there a chance (even with hyper triggers) of killing two units within 1/12 of a second, and thereby getting less money than you deserve? Why not simply have it be "lower current player's kills score by 1?"
[right][snapback]301451[/snapback][/right]

It's the most n00b-friendly way, and will only be slightly askewed in isolated circumstances. Just go with it.
Report, edit, etc...Posted by IA-Sky on 2005-08-30 at 13:55:38
computer unit death's

i think the best way is doing this, create a computer player for each player, thus you can only have a maximum of 5 players,

p1 kills p6
p2 kills p7
p3 kills p8
p4 kills p9
p5 kills p10

example:

condition
P6 suffers atleast 1 death's of any unit
action
set deaths for player 6, subtract, 1, anyunit.
set resources, for player 1, add 1, ore.
preserve trigger

for player 9 and 10 units they can't be created but have to be given to with a trigger.
Report, edit, etc...Posted by flipmonkey on 2005-08-30 at 14:05:14
QUOTE(DT_Battlekruser @ Aug 29 2005, 11:52 PM)
Tutorials are your friend

C:
-Current Player Kills score at least 1
A:
-Set current player kills score to 0
-add 3 minerals for current player
-add 1 gas for current player

Nice 'n simple.

[right][snapback]301370[/snapback][/right]


Hahaha my bad typo error, sry it is set to at least and at most...

All i did is copy and paste then change the number, sry about that.

I also tried that and what Musteval there is a chance that u do get more if u kill within 1/12, I tested my map once again to see if that true and i didnt get all the resources. I killed 75 units and only got 192 minerals and 64 gas, im missing 33 minerals and 11 gas.

The trigger shown above with those typo errors was fine if it killed 2 units within 1/12 or a second but then came a across a problem where i started gett 3 gas per kill then eventually didnt get anything per kill.
Report, edit, etc...Posted by Kumano on 2005-08-30 at 14:07:15
For one, deaths for players 9-12 don't seem to work right so there would only be 4 players. It may be effective but it won't allow a whole lot of players and also if the players all kill the same thing then it won't work.
Report, edit, etc...Posted by flipmonkey on 2005-08-31 at 12:09:43
Can somebody help me out with this.....still have no clue whats going on
Report, edit, etc...Posted by Kumano on 2005-08-31 at 13:44:38
I doubt it's the problem, but what's the point of the last trigger? At Least 102400 at most 300?
Report, edit, etc...Posted by Sniper on 2005-08-31 at 14:57:14
Splash units? Did you kill more than one unit at a time? And by the way with hyper triggers, it'll eventually run out and have a small break and that small break could kill the system.
Report, edit, etc...Posted by Urmom(U) on 2005-08-31 at 15:03:17
you have the order wrong I think. in the tutorial is sais to put them from highest score to lowest so that the higher ones trigger first
Report, edit, etc...Posted by flipmonkey on 2005-08-31 at 16:29:36
wow some mayn errors i put man.. ignore that last trigger with as most 3 the very last one....

Anyways about my map...the trigger is fine for the first 3 lvls which take about les then...i think....hmmm... 5 min at most..then after awhile u get more resources then i used to...then when it comes to like lvl...hmmm...12 the trigger stops working....

I use the minerals so u can build and the gas is used to get a civ 10 gas=1 civ
i am using hyper trigger but cant find what the problem is... why it gives me more resources and why the trigger stops.... confused.gif confused.gif confused.gif confused.gif confused.gif confused.gif
Report, edit, etc...Posted by Kumano on 2005-08-31 at 17:01:36
I assume every unit gives 100 kill score...
Report, edit, etc...Posted by PCFredZ on 2005-08-31 at 23:26:25
QUOTE(urmom @ Aug 31 2005, 03:03 PM)
you have the order wrong I think.  in the tutorial is sais to put them from highest score to lowest so that the higher ones trigger first
[right][snapback]302207[/snapback][/right]

If you do highest to lowest, you'll need only Atleast and no Atmost parameters, and everything will be checked in 1 run of the triggers, so it's more efficient.
QUOTE(flipmonkey @ Aug 31 2005, 04:29 PM)
wow some mayn errors i put man.. ignore that last trigger with as most 3 the very last one....

Anyways about my map...the trigger is fine for the first 3 lvls which take about les then...i think....hmmm... 5 min at most..then after awhile u get more resources then i used to...then when it comes to like lvl...hmmm...12 the trigger stops working....

I use the minerals so u can build and the gas is used to get a civ 10 gas=1 civ
i am using hyper trigger but cant find what the problem is... why it gives me more resources and why the trigger stops.... confused.gif  confused.gif  confused.gif  confused.gif  confused.gif  confused.gif
[right][snapback]302253[/snapback][/right]

Post your map.
QUOTE(Kumano @ Aug 31 2005, 05:01 PM)
I assume every unit gives 100 kill score...
[right][snapback]302269[/snapback][/right]

How would that help?
Report, edit, etc...Posted by DT_Battlekruser on 2005-09-01 at 01:23:10
QUOTE(Musteval @ Aug 30 2005, 04:25 AM)
But that way, isn't there a chance (even with hyper triggers) of killing two units within 1/12 of a second, and thereby getting less money than you deserve? Why not simply have it be "lower current player's kills score by 1?"
[right][snapback]301451[/snapback][/right]


Yes. If you want to get down-and-dirty, use the "perfect" KTC method.

http://www.staredit.net/index.php?tutorial=25

QUOTE(Kumano @ Aug 30 2005, 07:48 AM)
It may stop because you are using 'exactly' so if you get any kill score other then 100 it will never work since it can't be exactly 200 and 300 at the same time, I think you should be using at least and at most...
[right][snapback]301515[/snapback][/right]


None of those triggers will fire. The conditions must all be true.


QUOTE(flipmonkey @ Aug 30 2005, 11:05 AM)
Hahaha my bad typo error, sry it is set to at least and at most...

All i did is copy and paste then change the number, sry about that.

I also tried that and what Musteval there is a chance that u do get more if u kill within 1/12, I tested my map once again to see if that true and i didnt get all the resources.  I killed 75 units and only got 192 minerals and 64 gas, im missing 33 minerals and 11 gas.

The trigger shown above with those typo errors was fine if it killed 2 units within 1/12 or a second but then came a across a problem where i started gett 3 gas per kill then eventually didnt get anything per kill.
[right][snapback]301601[/snapback][/right]


Wait... so the real triggers are what exactly?

If it seriously matters you can count multiple kills in 84ms, then use this:

GG NO RM.

There is no other real way.

Report, edit, etc...Posted by Kumano on 2005-09-01 at 07:06:56
QUOTE
QUOTE
I assume every unit gives 100 kill score...
How would that help?

If a unit gave 200 kill score it would get 6 minerals and 2 gas when every unit is supposed to get only 3 minerals and 1 gas, it could explain why they start giving more minerals/gas.
Report, edit, etc...Posted by PCFredZ on 2005-09-01 at 09:18:40
QUOTE(Kumano @ Sep 1 2005, 07:06 AM)
If a unit gave 200 kill score it would get 6 minerals and 2 gas when every unit is supposed to get only 3 minerals and 1 gas, it could explain why they start giving more minerals/gas.
[right][snapback]302738[/snapback][/right]

So if you kill 1 hydra you'd get 9 minerals and 3 gas, and when you kill another hydra you'd get 12 and 4?
Report, edit, etc...Posted by flipmonkey on 2005-09-01 at 14:24:30
Here the triggers again...this time ill fix it..

Condition:
Current player kills score is exactly 100

Action:
Modify score for Current player: Subtract 100 kills
Modify resources for current player: Add 3 Minerals
Modify resources for current player: Add 1 Vespene Gas
Preserve trigger
------------------------------------------------------------
Condition:
Current player kills score is at least 200
Current player kills score is at most 300

Action:
Modify score for Current player: Subtract 200 kills
Modify resources for current player: Add 6 Minerals
Modify resources for current player: Add 2 Vespene Gas
Preserve trigger
-----------------------------------------------------------
Condition:
Current player kills score is at least 400
Current player kills score is at most 700

Action:
Modify score for Current player: Subtract 400 kills
Modify resources for current player: Add 9 Minerals
Modify resources for current player: Add 3 Vespene Gas
Preserve trigger
---------------------------------------------------------------
Condition:
Current player kills score is at least 800
Current player kills score is at most 1500

Action:
Modify score for Current player: Subtract 800 kills
Modify resources for current player: Add 12 Minerals
Modify resources for current player: Add 4 Vespene Gas
Preserve trigger
-------------------------------------------------------------------
Condition:
Current player kills score is at least 1600
Current player kills score is at most 3100

Action:
Modify score for Current player: Subtract 1600 kills
Modify resources for current player: Add 15 Minerals
Modify resources for current player: Add 5 Vespene Gas
Preserve trigger
--------------------------------------------------------------------
Condition:
Current player kills score is at least 3200
Current player kills score is at most 6300

Action:
Modify score for Current player: Subtract 3200 kills
Modify resources for current player: Add 18 Minerals
Modify resources for current player: Add 6 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is at least 6400
Current player kills score is at most 12700

Action:
Modify score for Current player: Subtract 6400 kills
Modify resources for current player: Add 21 Minerals
Modify resources for current player: Add 7 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is at least 12800
Current player kills score is at most 25500

Action:
Modify score for Current player: Subtract 12800 kills
Modify resources for current player: Add 24 Minerals
Modify resources for current player: Add 8 Vespene Gas
Preserve trigger
-----------------------------------------------------------------------
Condition:
Current player kills score is at least 25600
Current player kills score is at most 51100

Action:
Modify score for Current player: Subtract 25600 kills
Modify resources for current player: Add 27 Minerals
Modify resources for current player: Add 9 Vespene Gas
Preserve trigger
------------------------------------------------------------------------

Condition:
Current player kills score is at least 51200
Current player kills score is at most 102300

Action:
Modify score for Current player: Subtract 51200 kills
Modify resources for current player: Add 30 Minerals
Modify resources for current player: Add 10 Vespene Gas
Preserve trigger
---------------------------------------------------------------------
Condition:
Current player kills score is at least 102400

Action:
Modify score for Current player: Subtract 102400 kills
Modify resources for current player: Add 33 Minerals
Modify resources for current player: Add 11 Vespene Gas
Preserve trigger

there i fixed it...

Oh and here the civ trigger...

---------------------------------------------------
Condition:
Current player accumulates at least 10 vespene gas

Action:
Modify resources for current player set to 0
Create 1 "civ" at "location" for current player Apply properties
preserve trigger
----------------------------------------------------


There, minerals are just used to build things...now about the kill of the units... every time u kill one you get 3 minerals and 1 gas. The trigger that DT_Battlekruser gave me wouldn't work if you killed 2 units in the same time. The trigger will only count it once, giving me only 3 minerals and 1 gas.

When i go to test this map... these triggers work fine for a couple minutes then after awhile i start to get more gas and i think more minerals per kill...soon after awhile i get none...no clue why it does that....
Report, edit, etc...Posted by Kumano on 2005-09-01 at 14:52:17
When I looked in the map, they would give completely different kill scores, somewhere in there they would give something like 300 giving you 3x the amount you're supposed to get, and when it gets to the critters they only give 10 kill score each I think so it might appear to stop since you would only get 1/10 of the resources you're supposed to get.
Report, edit, etc...Posted by PCFredZ on 2005-09-01 at 15:40:07
QUOTE(PCFredZ @ Sep 1 2005, 09:18 AM)
So if you kill 1 hydra you'd get 9 minerals and 3 gas, and when you kill another hydra you'd get 12 and 4?
[right][snapback]302761[/snapback][/right]

That's why you don't use only multiples of 100!
Report, edit, etc...Posted by flipmonkey on 2005-09-01 at 21:15:29
I am like most confused, still have no clue how to fix this.......
Report, edit, etc...Posted by Kumano on 2005-09-01 at 22:11:07
I guess you could use switches/death count/some other way of keeping track of levels then make a different subtract kill value depending which switch/counter is set (uses a ton more triggers though unfortunately) Sort of like this:


null
Trigger
Conditions:
¤ Kill score is at least 100
¤ Switch whatever (drone) is set
Actions:
¤ Subtract 100 kill score
¤ add 1 gas
¤ add 3 minerals
¤ preserve trigger


and have a bunch more for every level (like when it gets to critters it would be like this:

null
Trigger
Conditions:
¤ Kill score is at least 10
¤ Switch whatever2 (critter 1) is set
Actions:
¤ subtract 10 kill score
¤ add 1 gas
¤ add 3 minerals
¤ preserve trigger

(it might be different then 10 for critters, I'm not sure)

Theres probably a way easier way that I'm not thinking of right now, but it should work...
Report, edit, etc...Posted by flipmonkey on 2005-09-01 at 22:40:51
QUOTE(Kumano @ Sep 1 2005, 09:11 PM)
I guess you could use switches/death count/some other way of keeping track of levels then make a different subtract kill value depending which switch/counter is set (uses a ton more triggers though unfortunately) Sort of like this:


null

Trigger
Conditions:
¤ Kill score is at least 100
¤ Switch whatever (drone) is set
Actions:
¤ Subtract 100 kill score
¤ add 1 gas
¤ add 3 minerals
¤ preserve trigger


and have a bunch more for every level (like when it gets to critters it would be like this:

null

Trigger
Conditions:
¤ Kill score is at least 10
¤ Switch whatever2 (critter 1) is set
Actions:
¤ subtract 10 kill score
¤ add 1 gas
¤ add 3 minerals
¤ preserve trigger

(it might be different then 10 for critters, I'm not sure)

Theres probably a way easier way that I'm not thinking of right now, but it should work...
[right][snapback]303365[/snapback][/right]


this is going to take a lot then.. well sorta
but man i hate these problems errr......
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