Staredit Network

Staredit Network -> UMS Assistance -> 10 kills = Civ
Report, edit, etc...Posted by flipmonkey on 2005-09-04 at 15:39:10
I want to the easist way to set a trigger, killings 10 units making 1 civ?
Report, edit, etc...Posted by TheOddAngel on 2005-09-04 at 16:41:29
...

Player conditions:

Player Kills atleast 10 men

Actions:
Setkills for player to 0
create civilian for player
wait 10 milasecond
preserve


thats the simpelest way i think...
Report, edit, etc...Posted by SacredElf on 2005-09-04 at 17:26:05
when the triggers fire and the players have 17 kills it will reduce it to 0
Report, edit, etc...Posted by flipmonkey on 2005-09-04 at 18:03:27
but there is stilla chance where a player killed 9 but then killed 2 in the same time giving me 1 civ but setting the score to 0 not counting that last kill.
Report, edit, etc...Posted by Vindexus on 2005-09-04 at 18:47:59
Just do a regular Kills to Cash trigger, and whenever someone gets a kill add 1 to a death counter and when you have 10 deaths, create 1 civ. Splash will always be a problem with any Kills to Cash trigger except the Perfect Kill Counter, there's not much you can do about it.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-04 at 19:17:42
QUOTE
Player conditions:

Player Kills atleast 10 men

Actions:
Setkills for player to 0
create civilian for player
wait 10 milasecond
preserve


o not again.. u cant subtract kills
Report, edit, etc...Posted by Kow on 2005-09-04 at 20:47:17
'Perfect' Kill to Cash

Kill to Cash

We have tutorials for everything!
Report, edit, etc...Posted by Urmom(U) on 2005-09-05 at 00:30:00
QUOTE(TheOddAngel @ Sep 4 2005, 04:41 PM)
...

Player conditions:

Player Kills atleast 10 men

Actions:
Setkills for player to 0
create civilian for player
wait 10 milasecond
preserve
thats the simpelest way i think...
[right][snapback]305296[/snapback][/right]

noooo odd u got it wrong! havent u asked this question before about kills to cash or something?
Report, edit, etc...Posted by DT_Battlekruser on 2005-09-05 at 13:27:56
QUOTE(TheOddAngel @ Sep 4 2005, 01:41 PM)
...

Player conditions:

Player Kills atleast 10 men

Actions:
Setkills for player to 0
create civilian for player
wait 10 milasecond
preserve
thats the simpelest way i think...
[right][snapback]305296[/snapback][/right]


God.. retards. This trigger will give an infinite amount of Civilians once the player kills 10 units.

The trigger you want (adapted from the tutorial is this):

C:
-Current Player Kills score is at least 1
A:
-add 1 deaths of Cantina for current player
-set kills score for current player to 0
-preserve trigger

C:
-Deaths of Cantina for Current player is at least 10
A:
-Subtract 10 deaths of Cantina for current player
-Create 1 Civilian at Shop for Current Player
-Preserve Trigger
Report, edit, etc...Posted by Vindexus on 2005-09-05 at 19:40:38
Use hyper triggers with the above to reduce the chance of kills not being recognized. And also try to not use splash damage units.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-06 at 06:08:09
QUOTE(flipmonkey @ Sep 4 2005, 03:39 PM)

I want to the easist way to set a trigger, killings 10 units making 1 civ?
[right][snapback]305239[/snapback][/right]


God... retard! You all fail to realize how FREAKING easy this would be to make!

Flipmonkey, forget what everyone before me have said... just forget it all!

-----------------------------------------------------------------------------------------------
Make this trigger...

PLAYERS:
<Player's Force> (Note if you use All Players, the computer will get the units as well)

CONDITIONS:
<enemy force> suffers AT LEAST <numbers of kills for units> of <unit type>

ACTIONS:
Modify Deaths Count for <enemy force>: Subtract 10 <unit type>
Create <unit you want to make for kills> at <location they spawn at> for Current player
Preserve Trigger

----------------------------------------------------------------------------------------------

That's ALL you need to do! One trigger with 3 actions in it. That's all!

I still highly suggest you use hyper-triggers if you expect to be killing alot of units at one time. Otherwise your civs will take forever to spawn in. With hyper-triggers they spawn quickly.

After coming up with this solution, I tested it 3 times. The tests were against 799 marines that I killed with dozens of firebats at one time. Firebats can kill alot of enemies at once which is why I used them, to test against splash units.

In the end I ended up with 799 kills and 79 civs. If you do the math, that's exactly the amount you should get. If you add one more kill (800) you'd end up with 80 civs. 80 x 10 = 800 kills

So easy.

Hope this helps and have fun!
Remember, give credit to me when possible!

Later!
-MadMage

PS: The site admins are in the process of OK'ing a new KTC (Kills to Cash) Trigger system I came up with. I can promise you it's the most efficient and accurate KTC system as of yet! Look for it soon in the downloads and tutorials!
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-06 at 06:15:05
QUOTE
PLAYERS:
<Player's Force> (Note if you use All Players, the computer will get the units as well)

CONDITIONS:
<enemy force> suffers AT LEAST <numbers of kills for units> of <unit type>

ACTIONS:
Modify Deaths Count for <enemy force>: Subtract 10 <unit type>
Create <unit you want to make for kills> at <location they spawn at> for Current player
Preserve Trigger


thats like a team kills...every1 will get civ at the same time
Report, edit, etc...Posted by Vindexus on 2005-09-06 at 10:29:07
That won't work in multiplayer MadMage as there's no way of knowing who has killed the units.
Report, edit, etc...Posted by Urmom(U) on 2005-09-06 at 20:22:23
QUOTE
God... retard! You all fail to realize how FREAKING easy this would be to make!

Flipmonkey, forget what everyone before me have said... just forget it all!


wow...forget all the correct things people have said that are more correct than yours? yours works but only for one player so use DT_BK's method. and what about the perfect kills to cash...
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-09-09 at 19:49:21
It's Pretty Obvious.


Trigger
Description:
Part 1
Players:
¤ Any Player
Conditions:
¤ Current Players Kill Score is At Least 1
Actions:
¤ Modify Kill Score for Current Player: Set to 0.
¤ Add 1 death of (UNUSED UNIT) for current player
¤ Preserve Trigger



Trigger
Description:
Part 2
Players:
¤ Any Player
Conditions:
¤ Death score for (UNUSED UNIT) is at least 10.
Actions:
¤ Modify Death count for current player: Set to 0
¤ Create 1 Civillian at Civ Place??? For Current Player
¤ Preserve Trigger

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