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Staredit Network -> UMS Assistance -> [SOLVED] Seroios problems with the score board
Report, edit, etc...Posted by Dark_Prophet on 2005-10-20 at 11:03:10
ok i'm having problems with the score board it scores up to 3 and the it quits i will try to get the map on here soon until then any suggestions?? helpsmilie.gif ranting.gif
Report, edit, etc...Posted by Urmom(U) on 2005-10-20 at 14:39:41
Umm, you are saying that it leaves the game? Or it stops working? You would have to post your map.
Report, edit, etc...Posted by flipmonkey on 2005-10-20 at 16:01:55
dont understand wut ur trying to say??? confused.gif confused.gif confused.gif confused.gif confused.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-20 at 19:11:15
QUOTE(Dark_Prophet @ Oct 20 2005, 07:03 AM)
ok i'm having problems with the score board it scores up to 3 and the it quits i will try to get the map on here soon until then any suggestions?? helpsmilie.gif  ranting.gif
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scores up to 3 what? There are many different score types. Please post your triggers and/or map.
Report, edit, etc...Posted by Dark_Prophet on 2005-10-21 at 01:54:10

Trigger
Description:
scoreboard
Conditions:
¤ always
¤ kill one unit of any kind
Actions:
¤ add 1 custom for player #
¤ preserve trigger

ok sry all it scores 3 custom points and then the scoreboard just stops working as in counting up the kills it says <always> <whenever player # kills 1 any unit add one custom><preserve trigger> or somthing aroud those perameters for some reason it won't let me post map sry... mad.gif ranting.gif sorry.gif
Report, edit, etc...Posted by T3mplaR on 2005-10-21 at 07:30:53
In reality customs have always been screwy for me, can you use kills or resource instead? Or you could narrow the Kill any unit condition down to 'Kill any enemy'?
Report, edit, etc...Posted by in_a_biskit on 2005-10-21 at 09:37:17
It seems to me as if that trigger that you posted should keep adding custom score indefinitely from the first kill that the player gets, because the condition "kills one any unit" will always be true after the first kill... unless the condition is "kills exactly one unit", in which case it will add score continuously until your second kill, then stop...

If you simply want to show kills in the leaderboard, then simply display Leaderboard (Kills).

If for some reason you want to record the number of kills a player has in custom score, then you want to look at a "Kills to Cash" system, giving custom score instead of minerals.

There should be no problem with using custom score.

Note that the condition "Always" won't do anything if you have another condition as well, so you can leave it out.

Also note that (your triggers don't make it very clear what you're using) if the trigger is for multiple players, you probably want to use "Current player" in both the conditions and actions of your trigger.

Otherwise keep giving some more detail about your problem.
Report, edit, etc...Posted by Dark_Prophet on 2005-10-21 at 11:50:37
ok that help a lot thank you so the only other problem i having is that i can't get the hyper triggers to work for each individual person any other suggestions??
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-21 at 18:00:35
Put the hyper triggers under a player where the actions HAVE NO WAITS. So if player 8's triggers do not have waits within them...give him the hyper triggers. Also, the player owning the hyper triggers MUST be in the game at all times.
Report, edit, etc...Posted by Urmom(U) on 2005-10-21 at 18:24:44
ya and you dont need a hyper trigger for each player. only one player needs them.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-21 at 19:15:47
QUOTE(urmom @ Oct 21 2005, 02:24 PM)
ya and you dont need a hyper trigger for each player.  only one player needs them.
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yeah somehow people get the idea that you do and that is NOT TRUE. one player will suffice.
Report, edit, etc...Posted by Dark_Prophet on 2005-10-24 at 11:10:25
Well what about trying to get things to spawn at diferent speeds for different people how would you do that??
Report, edit, etc...Posted by Urmom(U) on 2005-10-24 at 15:37:26
just make the wait between each spawn for each player different I guess. or if you are using a death count wait system, just add or subtract the amount of deaths needed.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-24 at 19:45:36
QUOTE(Dark_Prophet @ Oct 24 2005, 07:10 AM)
Well what about trying to get things to spawn at diferent speeds for different people how would you do that??
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You wouldn't use "different speeds". You would use different wait periods like urmom said. Or you could have a countdown timer and at different times you could have people spawn. Up to you.
Report, edit, etc...Posted by Dark_Prophet on 2005-10-25 at 01:54:06
well ok when i have lets say different wait times it just pick the fastest time and goes off that insted of each person so what about that ?? i mean how do you get them to work for each individual player sry if im asking alot of questions but im kinda a newb to hyper triggers angel_not.gif censored.gif chair.gif
Report, edit, etc...Posted by in_a_biskit on 2005-10-25 at 08:25:22
Hypertriggers will work for all players, even if they are only owned by one player. So you should make hypertriggers for one player only, and preferably that player will have no other wait actions.

Hypertriggers are normally set to the fastest possible speed - each wait action is 0 milliseconds. Any trigger that you want to run slower than that can be made to do so using its own wait action (if it is for a player other than the one owning the hypertriggers), or using death counters.

If you want different players to spawn units at different speeds, then make the spawn trigger for each player different. They wil probably look like:
    Conditions:
    - Always (or some other condition)
    Actions:
    - Wait {time} milliseconds.
    - Create {unit} for Player.
    - Preserve trigger.
To set different spawn rates, simply change the {time} of the wait action.

Alternatively, to avoid the potential problem of 'wait blocks', use death counters to time the intervals. One trigger always adds one to a death count. Then in the above trigger, the condition is for the death count to reach a {number}, and instead of the wait action, use a 'set deaths' action to set the death counts back to 0.

A different {number} for each player will give them different spawn times.
Report, edit, etc...Posted by Dark_Prophet on 2005-10-25 at 10:31:36
ok thanks ill try that
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