Staredit Network

Staredit Network -> UMS Assistance -> Counting lives
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-26 at 04:22:48
I'm trying to look for a substitude for lives of a player. I've already used 'Custom' under 'Scores', Kills can't be used, Buildings can't be used. The current situation is this:



Player 1, 2 or 3 brings 1 unit to Player 4's Area.
Player 4 loses 1 life.
Player 1, 2 or 3 then brings another unit to Player 4's Area.
Player 4 loses another life.



I need to solve this problem, some help please helpsmilie.gif
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-26 at 05:09:17
use some units?

have a little spot and put some units your not using and just maek them ur lifes
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 05:12:15
For lives you have plenty of options:
  • Ore
  • Gas
  • Units on the map that die
  • Custom
  • Deathcount (different from above)
***For ore and gas live counts (and using your scenario above), the trigger would look like this:


Beginning of game set P4's ore [or gas] to however many lives you want.
Then:


Trigger
Description:
P4 Life Lose
Players:
¤ P1
¤ P2
¤ P3
Conditions:
¤ Bring, current player, at least 1, [unit], P4's base
Actions:
¤ Remove 1 unit at P4's base, current player
¤ Set resources, P4, subtract, 1, ore [or gas]
¤ Preserve Trigger



And then make a trigger that ends P4's scenario in defeat when he has 0 ore [or gas].



***For units on map that die, triggers would work like this:

Place a certain number of units on the map for player 4. For instance if you want P4 to have 10 lives, put 10 of w/e unit on some part of the map and put a location around em. Make sure they can't go anywhere (if its possible for them to move or be picked up, either a different method or give the units to a different player).
Then:


Trigger
Description:
P4 Life Lose
Players:
¤ P1
¤ P2
¤ P3
Conditions:
¤ Bring, current player, at least 1, [unit], P4's base
Actions:
¤ Remove, 1 unit at P4's base, current player
¤ Remove, 1, P4's life, at P4's lives, P4
¤ Preserve Trigger


And then make a trigger that ends P4's scenario when there are no units at P4's life location.



***Custom score would work like this:

Beginning of game set P4's custom score to however many lives you want.
Then:


Trigger
Description:
P4 Life Lose
Players:
¤ P1
¤ P2
¤ P3
Conditions:
¤ Bring, current player, at least 1, [unit], P4's base
Actions:
¤ Remove 1 unit at P4's base, current player
¤ Set score, P4, subtract, 1, custom
¤ Preserve Trigger


Then have P4's scenario end in defeat when P4's custom score equals 0.



***For deathcount, you can either count up or count down (technically you can do it for custom too).

IF YOU'RE COUNTING DOWN

Beginning of the game set the players deathcount of NPU (ex. independent CC) to the number of lives you want
Then:


Trigger
Description:
P4 Life Lose
Players:
¤ P1
¤ P2
¤ P3
Conditions:
¤ Bring, current player, at least 1, [unit], P4's base
Actions:
¤ Remove 1 unit at P4's base, current player
¤ Set deaths, P4, subtract, 1, NPU
¤ Preserve Trigger


Then have a trigger that makes P4's scenario end in defeat when P4's death count of the NPU equals 0.


OR IF YOU'RE COUNTING UP

No beginning of game actions needed for countingup. Another perk when you count up is you can even rename the NPU you use to "Lives lost" to help you keep track of what you're doing.


Trigger
Description:
P4 Life Lose
Players:
¤ P1
¤ P2
¤ P3
Conditions:
¤ Bring, current player, at least 1, [unit], P4's base
Actions:
¤ Remove 1 unit at P4's base, current player
¤ Set deaths, P4, add, 1, NPU
¤ Preserve Trigger


Then have a trigger that makes P4's scenario end in defeat when P4's deathcount of the NPU equals however many number of lives you want that person to have.


For my map (Drill Defense) I used a combination of counting up deathcounts and counting down custom score. This is becuase when the computer got to the end of the track, I would add a deathcount of "lives lost" (Independent CC) for P1. And I would also subtract 1 custom score for P1 (which is set to 100 at the start of the game). This is so I could show the custom score in the leader board, so everyone would know how many lives ppl have, and so I could have a trigger that defeats P1 when his deaths of "lives lost" equals 100.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-26 at 05:49:03
Does it have to be a NPU?
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 06:05:11
For deathcounts yes. But it's not that hard that do. If you're using staredit just choose a unit that you don't use (even buildings work).

The reason is, if you use a unit that IS used, for instance, ghosts. If the player uses ghosts in the game, someone kills his ghosts, those ghosts add to his deathcount of ghosts. So if your trigger adds and subtracts deaths of ghosts, having ghosts in the map will mess up the count.
Report, edit, etc...Posted by Lithium on 2005-11-26 at 07:14:58
Theres another one, you could make another room for the units to pass by... then you could put a trigger that would be activated when theres a certain amount of units controlled in that location.

ADDITION:
Theres another one, you could make another room for the units to pass by... then you could put a trigger that would be activated when theres a certain amount of units controlled in that location.
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 07:41:46
QUOTE
Theres another one, you could make another room for the units to pass by... then you could put a trigger that would be activated when theres a certain amount of units controlled in that location.



Yeah and if you wanted to use that system but didnt want units cluttering the map, you can move the units do to a different location when the computer gets to the end and count those.





Trigger
Description:
Move Lives Lost
Players:
¤ Computer that's attacking
Conditions:
¤ Bring, current player, at least, 1, [unit], (to) end of defense line
Actions:
¤ Move, 1, [unit], (from) end of defense line, (to) another location
¤ Preserve Trigger

Just MAKE SURE the players CANNOT kill these computer units or else they get there lives back pinch.gif . This was one of bugs that was exploited in the defense map called "Plague Defense". The computer units were moved to a different location so players just used arbiters to transport their units to that location to kill em if they ever leak.

You can prevent this two ways:

Put a location around the place the computer is moved to and put a no fly zone trigger on it.

OR

Add invinciblity to the computer with a trigger. This way is easier becuase you can just add another action to the trigger posted above:





Trigger
Description:
Move Lives Lost
Players:
¤ Computer that's attacking
Conditions:
¤ Bring, current player, at least, 1, [unit], (to) end of defense line
Actions:
¤ Move, 1, [unit], (from) end of defense line, (to) another location
¤ Set Invincibility, (to) enable, (for) any unit, (owned by) current player, (at) another location
¤ Preserve Trigger
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-26 at 08:27:22
Yea, but the problem is, my units which have reached Player 2's end will be teleported to Player 3's area, while Player 2's life is reduced and my life is increased
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 08:45:45
So you're P1, sending units your units to the end of P2? For something like that, use deathcounts or custom scores. Here's an example for using deathcounts (counting up):


Trigger
Description:
Transfer and life loss
Players:
¤ P1
Conditions:
¤ Bring, current player, at least 1, any unit, P2 end
Actions:
¤ Remove, 1 any unit, P2 end, current player
¤ Set deaths, P2, add, 1, "lives lost" (NPU)
¤ Set deaths, P1, subtract, 1 "lives lost" (NPU)
¤ Move unit, 1, any unit, P2 end, P3 start
¤ Preserve Trigger


Then you need an order trigger that orders units at P3 start to P3 end. This system will work best with hyper triggers.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-26 at 08:48:25
For 'actions' the first sentence, I didn't mean to remove the unit I meant just teleport it to next lane
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 08:50:36
Oops lol sorry I just copy pasted and added a line. I forgot about that. Here's what I meant to say:



Trigger
Description:
Transfer and life loss
Players:
¤ P1
Conditions:
¤ Bring, current player, at least 1, any unit, P2 end
Actions:
¤ Set deaths, P2, add, 1, "lives lost" (NPU)
¤ Set deaths, P1, subtract, 1 "lives lost" (NPU)
¤ Move, 1, any unit, P2 end, P3 start
¤ Preserve Trigger
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-26 at 10:54:00
Ok thank you very much blushing.gif
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