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Staredit Network -> UMS Assistance -> Kill for cash details
Report, edit, etc...Posted by fm47 on 2005-12-11 at 18:42:27
I read thermo's kill for cash thing and didn't understand very well... I'm posting this because tutorials can't respond like threads do so I hope someone could help me with this.

Exactly how does it work? I see the triggers, but I don't invision on how things would work.
How does it tell which unit was killed, and who killed it? On top of that, how does it keep all the players from gaining the benefits when someone kills something? It adds 1 to everyone then negates 1 to the player, then all the others' are the same as the computer then? Then what?

Could someone explain thuroughly if it's not too much trouble? I could simply copy the code... but then I wouldn't understand what happened in it...
Report, edit, etc...Posted by Medieval_Massacre on 2005-12-11 at 20:42:14
After a lot of trying to understand it before I downloaded the map, I almost killed myself. When I downloaded it, the kills to cash made perfect sense for me. You make the units, lets say level 1 is a zealot and level 2 is a marine. then you make an unused unit in the map called "kill level 1" and another named "kill level 2". then, when you kill level 1, your death count of "kill level 1" goes up by one. But how does this help you ask? You preplace the units in the beginning that you are going to kill near your computer counter so that he has the most kills to start with. When you kill something, the kill count of kill level 1 goes up 1 for you and down 1 for him. Then, you have the most kills of level 1. Then the trigger resets him to gain it back to have the most when another one is created to be killed by the computer, then he has the most again. When you gain the most kills, you gain 1 mineral. Check it out with more than just you in a game and you'll have more understanding when both you and another person kill something at the same time.
Report, edit, etc...Posted by justin_grant on 2005-12-11 at 21:46:42
QUOTE(Medieval_Massacre @ Dec 11 2005, 06:42 PM)
After a lot of trying to understand it before I downloaded the map, I almost killed myself. When I downloaded it, the kills to cash made perfect sense for me. You make the units, lets say level 1 is a zealot and level 2 is a marine. then you make an unused unit in the map called "kill level 1" and another named "kill level 2". then, when you kill level 1, your death count of "kill level 1" goes up by one. But how does this help you ask? You preplace the units in the beginning that you are going to kill near your computer counter so that he has the most kills to start with. When you kill something, the kill count of kill level 1 goes up 1 for you and down 1 for him. Then, you have the most kills of level 1. Then the trigger resets him to gain it back to have the most when another one is created to be killed by the computer, then he has the most again. When you gain the most kills, you gain 1 mineral. Check it out with more than just you in a game and you'll have more understanding when both you and another person kill something at the same time.
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He's right.... but a more simpler explanation for kills to cash is: It makes it so when you kill the person gets cash tongue.gif
Report, edit, etc...Posted by fm47 on 2005-12-11 at 23:32:34
His explaination is exactly what I was looking for... I didn't see a map for download nor did I know the tutorial maps had that... I'll go look again

ADDITION:
His explaination is exactly what I was looking for... I didn't see a map for download nor did I know the tutorial maps had that... I'll go look again

edit*

ok i read the one tha's got the marine that runs around killing zerglings and on the map with the locations 1,2,3,6 (if that helps tell you which map). I still dont understand it...

With the trigger, I can see that it creates a unit to be killed for those who didn't get a kill... so what's that do, even things out so that if the next person kills, they would have it the highest and so it's a continual raising of kills?

I kind of see how it's working... but does it conflict with the kill score?
Also, how can I tell which unit i've killed?
Report, edit, etc...Posted by Kumano on 2005-12-12 at 06:23:20
Well, if kill score is really important then it could matter, since all players would get kill score from every unit killed, but kill score isnt needed at all in this. In the condition 'most kills' you also choose what unit, but in that map it was simply set to any unit.

QUOTE
With the trigger, I can see that it creates a unit to be killed for those who didn't get a kill... so what's that do, even things out so that if the next person kills, they would have it the highest and so it's a continual raising of kills?

I'm pretty sure that's how it works. All it does is gives score to person with most kills, and gives other people kills, so that player no longer has the most kills. Make sure there are none of the kill units left also with the condition with most kills, or with hyper triggers you will get way more then you're supposed to.
Report, edit, etc...Posted by PCFredZ on 2005-12-12 at 18:50:29
Sample Map

The triggers you'll be concerned with are under P1-P5, just scroll down to "Kills to Cash".
Report, edit, etc...Posted by fm47 on 2005-12-13 at 00:27:24
Hehehe PcFredz, I've already disected your Majesty RPG the first time I got it on the internet when it was partially done (if I remember correctly). I mostly understand the map now and how it works, and even created a working one. What I'm missing now is visualizing it

so
Scorekeeper - 1
Player 1-0
Player 2-0
Player 3-0
Player 4-0

but when player 1 kills 1

Scorekeeper - 2
Player 1-1
Player 2-1
Player 3-1
Player 4-1

Where player 1 gives a kill score to all the other players. What I don't get is this. If player 1 only kills 1... then his score will be even with the score keepers, in which it will give 1 more to the scorekeeper, making it so that the score keeper is still ahead of him...

I think mine's working, but only for single player, or it's not working properly because all I have is a unit for the score keeper to kill, then

Cond.
Current player hhas most kills of Zerg Hydralisk.
Player 7 brings exactly 0 of Zerg Hydralisk to 'Score Computer'
Act.
Preserve Trigger.
Display for current player: "Killed a Hydralisk + 125xp +"
Modify resources for Current Player: Add 1 minerals.
Modify score for Current Player: Add 125 Custom
Create 1 Zerg Hydralisk at 'Score Computer' for player 7.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-13 at 01:49:50
I looked at a diffrent map for it. Took me a lil to figure it out and that tutorial is HORRIBLE. Needs to be fixed.
Report, edit, etc...Posted by PCFredZ on 2005-12-13 at 19:05:20
QUOTE(fm47 @ Dec 13 2005, 12:27 AM)
Hehehe PcFredz, I've already disected your Majesty RPG the first time I got it on the internet when it was partially done (if I remember correctly).  I mostly understand the map now and how it works, and even created a working one.  What I'm missing now is visualizing it

so
Scorekeeper - 1
Player 1-0
Player 2-0
Player 3-0
Player 4-0

but when player 1 kills 1

Scorekeeper - 2
Player 1-1
Player 2-1
Player 3-1
Player 4-1

Where player 1 gives a kill score to all the other players.  What I don't get is this.  If player 1 only kills 1... then his score will be even with the score keepers, in which it will give 1 more to the scorekeeper, making it so that the score keeper is still ahead of him...

I think mine's working, but only for single player, or it's not working properly because all I have is a unit for the score keeper to kill, then

Cond.
Current player hhas most kills of Zerg Hydralisk.
Player 7 brings exactly 0 of Zerg Hydralisk to 'Score Computer'
Act.
Preserve Trigger.
Display for current player: "Killed a Hydralisk + 125xp +"
Modify resources for Current Player: Add 1 minerals.
Modify score for Current Player: Add 125 Custom
Create 1 Zerg Hydralisk at 'Score Computer' for player 7.
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Your method almost works but you'd also need to create the Hydralisk for the other human players as well, otherwise they won't get the Most Kills status.

FYI, the reason the original method works is that when P1 kills 1 unit X, he will be even in the kills with the scorekeeper, but considered to have the "most kills" of unit X because he was the last one to kill it.
Report, edit, etc...Posted by fm47 on 2005-12-13 at 19:55:15
Ahh that explains everything.
On my testing map, I'm the only player so yeah, but I understand everything now, thank you!
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