Staredit Network

Staredit Network -> UMS Assistance -> Killing = minerals
Report, edit, etc...Posted by Shocko on 2005-12-17 at 10:08:28
ok i can do it or all units for example kill any unit get minerals but i don't know how to do it f Player 1 kills a unit give player 1 minerals and 10 custom (customs for the exp bar). it works okish except if player 1 kills a civillian then player 2 kills a civillian player 1 will get it. so basically if u get the kill for 1 unit first ull get exp and money from other ppls kills if u understand that im willing to show anyone that doesnt get wat i mean
Report, edit, etc...Posted by VizuaL on 2005-12-17 at 12:49:20
QUOTE
ok i can do it or all units for example kill any unit get minerals but i don't know how to do it f Player 1 kills a unit give player 1 minerals and 10 custom (customs for the exp bar). it works okish except if player 1 kills a civillian then player 2 kills a civillian player 1 will get it. so basically if u get the kill for 1 unit first ull get exp and money from other ppls kills if u understand that im willing to show anyone that doesnt get wat i mean


confused.gif okay i lost track at where u were getting at, but i tihnk i understand.. so u want to make it so player one will kill any unit and gain exp points and minerals, simple. put the trigger in each individual player too, i think thats ur problem.

Player 1
_______

Kill score is exactly 1
Kills atleast 1 of any unit
Computer suffers 1 death of anyunit

_______

Subtract exactly 1 from Killscore
Give 1 Minerals
Add 15 Custom
Preserve Trigger

And make a leaderboard:Custom call it Experience Points

and thats it, it should work, but u get my basis wink.gif



--Vizual

Report, edit, etc...Posted by DT_Battlekruser on 2005-12-17 at 13:22:25
Please completely ignore and disregard the above post; it will give you utterly wrong results. Vizual, there is a difference between KILLS and KILLS SCORE, please go look at the tutorials.

For the rest, what he wants to do is this: When you kill the unit, those units become yours, like when playing pool. So if Player 1 kills a Civilian, whenever a Civilian is killed player 1 gets experience. Correct?

If so, the best I can reccomend is this:

http://www.staredit.net/index.php?tutorial=81

Use method 3 so that you can tell which unit has been killed. Have several triggers for each unit. One like this:


Trigger
Description:
This trigger is for the very first time a unit of any type is killed.
Players:
¤ Force 1
Conditions:
¤ Current Player Kills Score is at least xxxx
¤ Any Player Commands at most 0 $Unit at Unit Assignments
Actions:
¤ Subtract xxxx Kills for Current Player
¤ Create 1 $unit at "Unit Assignments" for Current Player
¤ Set Resources: Give Current Player 1 Mineral.
¤ Set Score: Give current player 10 Custom.


And the other like this:


Trigger
Description:
This trigger awards a player kills if a unit they killed is killed by anyone.
Players:
¤ Force 1
Conditions:
¤ Deaths of $unit for * are at least 1
¤ Current Player Commands at least 1 $unit at "Unit Assignments"
Actions:
¤ Set Deaths for $unit
for *: Subtract 1
¤ Set Resources: Give Current Player 1 Mineral.
¤ Set Score: Give Current Player 10 Custom.
¤ Preserve Trigger


Finally, you need to disregard the killing of unassigned units, so do this:


Trigger
Description:
This trigger removes unassigned units for the tally.
Players:
¤ Force 1
Conditions:
¤ Deaths of $unit for All Players are at least 1.
¤ Force 1 commands at most 0 $unit at "Unit Assignments"
Actions:
¤ Set Deaths of $unit for Player 1 to 0.
¤ Set Deaths of $unit for Player 2 to 0.
¤ Set Deaths of $unit for Player 3 to 0.
¤ Set Deaths of $unit for Player 4 to 0.
¤ Set Deaths of $unit for Player 5 to 0.
¤ Set Deaths of $unit for Player 6 to 0.
¤ Set Deaths of $unit for Player 7 to 0.
¤ Set Deaths of $unit for Player 8 to 0.
¤ Preserve Trigger


Make sure of the following:
-All triggers involving score come before the death count ones
-The score triggers go in order from highest kill score unit to lowest kill score unit
-You must make one set of 3 triggers for each unit that will be killed.
*If only one player has units that are dying, use this player for the *. Otherwise, make a separate trigger, one for each player that can have units to die for experience.

This should work.
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