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Staredit Network -> UMS Assistance -> The "Kills to Cash 'Perfect'" System
Report, edit, etc...Posted by TS_Death_Angel on 2005-12-29 at 17:13:52
I found this tutorial very difficult to follow... the author mentions nothing of Player 5 and 6 which appear in the set of triggers. Could someone explain this system to me a little better?
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 17:39:00
QUOTE(myself @ existing thread in this forum- learn to search)
Download this map. Open up the triggers, go under P1, and scroll down until you see the >>Kills to Cash>>>> section.

This system is based on the Perfect KtC method, award experience and minerals separately for each unit type, and also plays a .wav each time this happens.
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Report, edit, etc...Posted by Urmom(U) on 2005-12-29 at 19:52:10
PCFredz, I've tried the perfect system in your map and it didn't work for multiple players, only if I played by myself.
Report, edit, etc...Posted by KABOOM on 2005-12-29 at 19:55:15
ya i made a similar system and since 1 player kills that means the death is set to one for the computer with the lose. and if you've killed atleast 1 of the units the trigger will only need 1 of the conditions which is meet everytime someone else kills that unit.
Report, edit, etc...Posted by TS_Death_Angel on 2005-12-29 at 19:58:08
QUOTE(PCFredZ @ Dec 29 2005, 04:39 PM)

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I asked if you could explain it more in detail, not give me a map to study.
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 21:38:48
QUOTE(urmom @ Dec 29 2005, 07:52 PM)
PCFredz, I've tried the perfect system in your map and it didn't work for multiple players, only if I played by myself.
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Do you mean you played my map online or that you tried to duplicate the triggers in your own map and played that online? The earliest versions of the map I posted did have a glitch in multiplayer, but it was a copy error, not a logic one; the system should work in the version I posted.

QUOTE(TS_Death_Angel @ Dec 29 2005, 07:58 PM)
I asked if you could explain it more in detail, not give me a map to study.
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Real working examples are better, but I'll explain it anyway.

One player is the "scorekeeper". This is usually an unused Comp. You start the game by letting this player kill 1 of each killable unit type.

Everytime a player kills a unit, he technically has the "most kills" even though the kills are even with the scorekeeper. However, SC considers "whoever killed last" to satisfy "most kills". When this happens, you can add the specific minerals for that player.

When this condition is satisfied for a human player, create 1 new unit (the one that the player just killed) for every other player, including the scorekeeper. The most efficient way I found to do this is to create 1 unit each for the scorekeeper and the player's force (which is all the human players), then remove 1 for "current player", because the trigger runs for whoever gets the kill. All these are done in 1 central location, then each player's respective units are moved to his own area with an uber damage Photon Cannon.

Bada bing, bada boom. I still recommend you look at my map though.
Report, edit, etc...Posted by TS_Death_Angel on 2005-12-29 at 21:41:51
Thanks, PCFredZ smile.gif Btw, while making triggers in StarForge I noticed that the triggers resemble C++ a lot. Does StarCraft's trigger system have a relationship with C++?
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 21:46:55
Probably not, that's just the way Heimdal created SF.
Report, edit, etc...Posted by LurkerEgg on 2005-12-30 at 10:38:19
It's programmed with VB, which has a fairly similar syntax system - I think Hemidal was just in a particular mindset.

PCFredz, what makes your "perfect" system any better than the normal set-kill-score/add minerals? It doesn't handle splash damage and doesn't seem to have any other advantages - since everyone uses it I assume I'm missing something, could you clarify?
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 10:44:21
QUOTE(LurkerEgg @ Dec 30 2005, 10:38 AM)
PCFredz, what makes your "perfect" system any better than the normal set-kill-score/add minerals? It doesn't handle splash damage and doesn't seem to have any other advantages - since everyone uses it I assume I'm missing something, could you clarify?
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1) System isn't mine
2) It does handle splash damage
3) It performs actions separate for each individual unit type, which simple kill scores cannot achieve
Report, edit, etc...Posted by LurkerEgg on 2005-12-30 at 10:48:39
QUOTE(PCFredZ @ Dec 30 2005, 10:44 AM)
1) System isn't mine
2) It does handle splash damage
3) It performs actions separate for each individual unit type, which simple kill scores cannot achieve
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1) Woops.

2) Perhaps, but very slowly. Such a system would work very poorly in a defense with splash as it would never catch up.

3) Good point.

It's incredibly confusing though, I hadn't read it in awhile but just went back and did so...WTH? confused.gif
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 10:57:06
QUOTE(LurkerEgg @ Dec 30 2005, 10:48 AM)
2) Perhaps, but very slowly. Such a system would work very poorly in a defense with splash as it would never catch up.
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You have yet to see the system in action. The most delay I've seen when playing my Majesty RPG is half a second, which only occurs if 2 players kill units at VERY close intervals (as in within the same second), which are rare.

If you think this would work less effectively in Defenses, you could be right; but then again, Defenses have been working well with simple kill scores or kill numbers anyway.
Report, edit, etc...Posted by Urmom(U) on 2005-12-30 at 12:19:12
What I meant to say was that I duplicated your triggers and it didn't work very well. When I tested my map with a friend it wouldnt work.
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 13:44:25
QUOTE(urmom @ Dec 30 2005, 12:19 PM)
What I meant to say was that I duplicated your triggers and it didn't work very well.  When I tested my map with a friend it wouldnt work.
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Look over the triggers and make sure you copied them right. I had experienced the same problem before (works in single, not multi) and it turned out that one of the players, P4, had his units transported to the wrong place. Maybe you made a similar fluke.

Rest assured, the system is hard to get, but when you do understand it and implement it correctly, it will work smooth as butta.
Report, edit, etc...Posted by Sicarul on 2005-12-31 at 23:44:26
Thanks PCFredZ with your explanation(And a long time looking at your majesty triggers, that were strange cause of the kingy+hall of champions thingy >.<) i've managed to master this, thanks!! Now it's just copy & modify tongue.gif

Edit: Done, works neatly... still have to test with multiple players, but i guess it will be ok... uberwoot.gif

Edit: Damn didn't work with multiple players... i don't know why it doesn't create 'em at Kills Create, it only gives money to player that actually has most kills... wallbash.gif

Here's my triggers for if you find the problem:

QUOTE(Sicarul's Triggers)
//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Current Player", "Men", "Kills create", At least, 1);

Actions:
Comment("KTC Perfect Move units");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Kills create", "Kills 1");
Give Units to Player("Current Player", "Player 8", "Men", All, "Killing Zone");
}

//-----------------------------------------------------------------//

Trigger("Player 4"){
Conditions:
Bring("Current Player", "Men", "Kills create", At least, 1);

Actions:
Comment("KTC Perfect Move units");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Kills create", "Kills 4");
Give Units to Player("Current Player", "Player 8", "Men", All, "Killing Zone");
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
Bring("Current Player", "Men", "Kills create", At least, 1);

Actions:
Comment("KTC Perfect Move units");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Kills create", "Kills 5");
Give Units to Player("Current Player", "Player 8", "Men", All, "Killing Zone");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
Bring("Current Player", "Men", "Kills create", At least, 1);

Actions:
Comment("KTC Perfect Move units");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Kills create", "Kills 3");
Give Units to Player("Current Player", "Player 8", "Men", All, "Killing Zone");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
Bring("Current Player", "Men", "Kills create", At least, 1);

Actions:
Comment("KTC Perfect Move units");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Kills create", "Kills 2");
Give Units to Player("Current Player", "Player 8", "Men", All, "Killing Zone");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5"){
Conditions:
Most Kills("Zerg Zergling");
Bring("All players", "Men", "Killing Zone", Exactly, 0);

Actions:
Comment("Kobold Kill");
Preserve Trigger();
Create Unit("Player 8", "Zerg Zergling", 1, "KillsUpdate");
Create Unit("\x004O\x006micron \x005RPG", "Zerg Zergling", 1, "Kills create");
Remove Unit At Location("Current Player", "Men", All, "Kills create");
Set Resources("Current Player", Add, 4, ore);
Display Text Message(Always Display, "\x003Gold \x007+4");
}


(Killing zone = all kills 1-2-3-4-5 & kills create & kills update)

Here's what my "killing zone" looks like:
user posted image
Report, edit, etc...Posted by PCFredZ on 2006-01-02 at 16:30:39
Attach your map.
Report, edit, etc...Posted by Sicarul on 2006-01-02 at 16:37:58
QUOTE(PCFredZ @ Jan 2 2006, 06:30 PM)
Attach your map.
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:s i have it protected, it's Omicron RPG, tough i can PM it to you, i think i can trust you...
Report, edit, etc...Posted by PCFredZ on 2006-01-03 at 17:11:09
As far as I could tell, everything seemed right. Can you describe just what went wrong (e.g. one specific unit, etc.)?
Report, edit, etc...Posted by Sicarul on 2006-01-03 at 17:39:32
QUOTE(PCFredZ @ Jan 3 2006, 07:11 PM)
As far as I could tell, everything seemed right. Can you describe just what went wrong (e.g. one specific unit, etc.)?
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:s when you play with other players others wouldn't balance their killing amount, so only one player would get minerals, still i will look again :s

Addition:
Still, come to b.net so we can play it and i show you...
Report, edit, etc...Posted by PCFredZ on 2006-01-03 at 18:40:18
Test your map in multiplayer mode but by yourself 5 times in each of the human player slots, see if that reveals anything.
Report, edit, etc...Posted by Sicarul on 2006-01-03 at 18:48:51
QUOTE(PCFredZ @ Jan 3 2006, 08:40 PM)
Test your map in multiplayer mode but by yourself 5 times in each of the human player slots, see if that reveals anything.
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Ok i will try, thanks.

ADDITION:
Damn i think i found the bug and it was really stupid... i will say here if it was...

ADDITION 2:
Lol ya it was so stupid... i copied the Antiglitch, but instead of putting:
Trigger
Conditions:
¤ Player 8 brings at least 1 [men] to kills 1
¤ Force 1 brings exactly 0 [buildings] to kills 1
Actions:
¤ Preserve trigger
¤ Remove all [men] for player 8 at kills 1


i used:

Trigger
Conditions:
¤ Player 8 brings at least 1 [men] to kills 1
¤ Force 1 brings exactly 0 [men] to kills 1
Actions:
¤ Preserve trigger
¤ Remove all [men] for player 8 at kills 1



So the antiglitch was my glitch >.<

Now i fixed it and i'm releasing v1.3 tongue.gif Thanks for the support PCFredZ
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